更新状态叠加脚本和伤害格挡/加深机制,并调整相应技能;

main
parent 6e38c7d725
commit af008b46d9

@ -22,6 +22,7 @@
## 更新记录 ## 更新记录
- **2023/11/25****乐子人**;更新状态叠加脚本和伤害格挡/加深机制,并调整相应技能;
- **2023/11/23****枪兵**发现bug - **2023/11/23****枪兵**发现bug
- **2023/11/22****乐子人**优化vva和滚技能组 - **2023/11/22****乐子人**优化vva和滚技能组
- **2023/11/19****乐子人**;优化主角团技能组; - **2023/11/19****乐子人**;优化主角团技能组;

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@ -14,7 +14,7 @@ null,
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@ -53,8 +53,8 @@ null,
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{"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":10},"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":10}, {"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":10},"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<Before Eval>\n this._pcirate = 0.7;\n</Before Eval>\n\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":10},
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@ -242,9 +242,9 @@ null,
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@ -66,8 +66,8 @@ null,
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@ -77,30 +77,30 @@ null,
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{"id":101,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":11,"dataId":14,"value":1.15},{"code":22,"dataId":3,"value":-0.15},{"code":11,"dataId":18,"value":1.15},{"code":13,"dataId":248,"value":1.5}],"iconIndex":357,"maxTurns":5,"message1":"的体表被抓伤了!","message2":"的体表被抓伤了!","message3":"","message4":"","minTurns":5,"motion":0,"name":"抓伤V","note":"<Custom Apply Effect>\n user.removeState(97);\n user.removeState(98);\n user.removeState(99);\n user.removeState(100);\n user.removeState(255);\n</Custom Apply Effect>\n\n<Custom Action Start Effect>\n user._bleed = user._bleed || 0;\n var e = Math.floor(user.mhp*0.05)*(-1);\n e = Math.max(e, -5000);\n user.gainHp(e);\n user.startDamagePopup();\n</Custom Action Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":101,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":11,"dataId":14,"value":1.15},{"code":22,"dataId":3,"value":-0.15},{"code":13,"dataId":248,"value":1.5},{"code":11,"dataId":16,"value":1.15}],"iconIndex":357,"maxTurns":5,"message1":"的体表被抓伤了!","message2":"的体表被抓伤了!","message3":"","message4":"","minTurns":5,"motion":0,"name":"抓伤V","note":"<Custom Apply Effect>\n user.removeState(255);\n</Custom Apply Effect>\n\n<Custom Action Start Effect>\n user._bleed = user._bleed || 0;\n var e = Math.floor(user.mhp*0.05)*(-1);\n e = Math.max(e, -5000);\n user.gainHp(e);\n user.startDamagePopup();\n</Custom Action Start Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":102,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":23,"dataId":2,"value":0.85}],"iconIndex":328,"maxTurns":1,"message1":"被叠加了流血!","message2":"","message3":"正在流失血液!","message4":"的流血已被治愈!","minTurns":1,"motion":0,"name":"流血","note":"<Counter Text Color: 9>\n<Counter Alignment: left>\n\n<Custom Apply Effect>\n user._bleed = user._bleed || 0;\n user.setStateCounter(102, user._bleed);\n</Custom Apply Effect>\n\n<Custom Remove Effect>\nuser._bleed = undefined;\n</Custom Remove Effect>\n\n<Custom Action Start Effect>\n user._bleed = user._bleed || 0;\n var a = user.hp*3/250;\n a *= user._bleed/10;\n a = Math.max(a, 1);\n a = Math.floor(Math.min(a, 10000));\n a = Math.min(a, user.hp - 1);\n a *= (-1);\n user.gainHp(a);\n user.startDamagePopup();\n user._bleed -= 10;\n user.setStateCounter(102, user._bleed);\n if(user._bleed < 10 ||\n user.hp < 10){\n user._bleed = undefined;\n user.removeState(102);\n }\n</Custom Action Start Effect>\n\n<Custom Respond Effect>\nif(this.isDamage() \n&& this.isHpEffect() \n&& value > 0 \n&& this.isPhysical()){\nuser._bleed += 4;\nuser._bleed = Math.min(100, user._bleed);\n}\n</Custom Respond Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":102,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[{"code":23,"dataId":2,"value":0.85}],"iconIndex":328,"maxTurns":1,"message1":"被叠加了流血!","message2":"","message3":"正在流失血液!","message4":"的流血已被治愈!","minTurns":1,"motion":0,"name":"流血","note":"<Counter Text Color: 9>\n<Counter Alignment: left>\n\n<Custom Apply Effect>\n user._bleed = user._bleed || 0;\n user.setStateCounter(102, user._bleed);\n</Custom Apply Effect>\n\n<Custom Remove Effect>\nuser._bleed = undefined;\n</Custom Remove Effect>\n\n<Custom Action Start Effect>\n user._bleed = user._bleed || 0;\n var a = user.hp*3/250;\n a *= user._bleed/10;\n a = Math.max(a, 1);\n a = Math.floor(Math.min(a, 10000));\n a = Math.min(a, user.hp - 1);\n a *= (-1);\n user.gainHp(a);\n user.startDamagePopup();\n user._bleed -= 10;\n user.setStateCounter(102, user._bleed);\n if(user._bleed < 10 ||\n user.hp < 10){\n user._bleed = undefined;\n user.removeState(102);\n }\n</Custom Action Start Effect>\n\n<Custom Respond Effect>\nif(this.isDamage() \n&& this.isHpEffect() \n&& value > 0 \n&& this.isPhysical()){\nuser._bleed += 4;\nuser._bleed = Math.min(100, user._bleed);\n}\n</Custom Respond Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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@ -108,8 +108,8 @@ null,
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{"id":108,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":22,"dataId":3,"value":-0.1}],"iconIndex":368,"maxTurns":4,"message1":"弱点暴露了!","message2":"弱点暴露了!","message3":"","message4":"","minTurns":4,"motion":1,"name":"弱点暴露I","note":"<Custom Apply Effect>\n user.removeState(254);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":108,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":22,"dataId":3,"value":-0.1}],"iconIndex":368,"maxTurns":4,"message1":"弱点暴露了!","message2":"弱点暴露了!","message3":"","message4":"","minTurns":4,"motion":1,"name":"弱点暴露I","note":"<Custom Apply Effect>\n user.removeState(254);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":109,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":22,"dataId":3,"value":-0.15}],"iconIndex":369,"maxTurns":4,"message1":"弱点暴露了!","message2":"弱点暴露了!","message3":"","message4":"","minTurns":4,"motion":1,"name":"弱点暴露II","note":"<Custom Apply Effect>\n user.removeState(108);\n user.removeState(254);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":109,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":22,"dataId":3,"value":-0.15}],"iconIndex":369,"maxTurns":4,"message1":"弱点暴露了!","message2":"弱点暴露了!","message3":"","message4":"","minTurns":4,"motion":1,"name":"弱点暴露II","note":"<Custom Apply Effect>\n user.removeState(254);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":110,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":22,"dataId":3,"value":-0.2}],"iconIndex":370,"maxTurns":4,"message1":"弱点暴露了!","message2":"弱点暴露了!","message3":"","message4":"所有弱点都被掩盖!","minTurns":4,"motion":1,"name":"弱点暴露III","note":"<Custom Apply Effect>\n user.removeState(108);\n user.removeState(109);\n user.removeState(254);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":110,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[{"code":22,"dataId":3,"value":-0.2}],"iconIndex":370,"maxTurns":4,"message1":"弱点暴露了!","message2":"弱点暴露了!","message3":"","message4":"所有弱点都被掩盖!","minTurns":4,"motion":1,"name":"弱点暴露III","note":"<Custom Apply Effect>\n user.removeState(254);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":111,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":111,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":113,"autoRemovalTiming":1,"chanceByDamage":10,"traits":[{"code":21,"dataId":6,"value":1.2}],"iconIndex":38,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"加速二回合","note":"<Custom Apply Effect>\n if (user.isStateAffected(116)){\n user.addState(116);\n user.removeState(113);\n }\n else{\n if (user.isStateAffected(115)){\n user.addState(115);\n user.removeState(113);\n }\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":113,"autoRemovalTiming":1,"chanceByDamage":10,"traits":[{"code":21,"dataId":6,"value":1.2}],"iconIndex":38,"maxTurns":2,"message1":"","message2":"","message3":"","message4":"","minTurns":2,"motion":0,"name":"加速二回合","note":"<Custom Apply Effect>\n if (user.isStateAffected(116)){\n user.addState(116);\n user.removeState(113);\n }\n else{\n if (user.isStateAffected(115)){\n user.addState(115);\n user.removeState(113);\n }\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
@ -214,7 +214,7 @@ null,
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{"id":232,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"命中提升叠加","note":"<Custom Apply Effect>\n if (user.isStateAffected(223)){\n user.addState(224);\n }\n else{\n if(user.isStateAffected(224)){\n user.addState(225);\n }\n else{\n if(user.isStateAffected(225) || user.isStateAffected(226)){\n user.addState(226);\n }\n else{\n user.addState(223);\n }\n }\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":232,"autoRemovalTiming":2,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"命中提升叠加","note":"<Custom Apply Effect>\n var i = 0;\n i += user.isStateAffected(223)?1:0;\n i += user.isStateAffected(224)?2:0;\n i += user.isStateAffected(225)?3:0;\n i += user.isStateAffected(226)?3:0;\n user.removeState(223);\n user.removeState(224);\n user.removeState(225);\n user.addState(223 + i);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":233,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":233,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":235,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"100%全能吸血","note":"<Custom Apply Effect>\n user._absrate = user._absrate || 0;\n user._pbsrate = user._pbsrate || 0;\n user._mbsrate = user._mbsrate || 0;\n user._absrate += 0.1;\n</Custom Apply Effect>\n\n<Custom Leave Effect>\n user._absrate = user._absrate || 0;\n user._pbsrate = user._pbsrate || 0;\n user._mbsrate = user._mbsrate || 0;\n user._absrate = Math.max(user._absrate - 0.1, 0);\n</Custom Leave Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":235,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"100%全能吸血","note":"<Custom Apply Effect>\n user._absrate = user._absrate || 0;\n user._pbsrate = user._pbsrate || 0;\n user._mbsrate = user._mbsrate || 0;\n user._absrate += 0.1;\n</Custom Apply Effect>\n\n<Custom Leave Effect>\n user._absrate = user._absrate || 0;\n user._pbsrate = user._pbsrate || 0;\n user._mbsrate = user._mbsrate || 0;\n user._absrate = Math.max(user._absrate - 0.1, 0);\n</Custom Leave Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
@ -247,15 +247,15 @@ null,
{"id":245,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[],"iconIndex":400,"maxTurns":1,"message1":"再次陷入了敌我不分的状态!","message2":"","message3":"","message4":"的混乱解除了!","minTurns":1,"motion":0,"name":"五月混乱4","note":"<SF_CommonAttack: 0488, 9>\n\n<Custom Apply Effect>\nuser.removeState(62);\nuser.removeState(241);\n</Custom Apply Effect>\n\n<Custom Leave Effect>\n user._randomturns = user._randomturns || 0;\n user._randomturns -= 1;\n if (user._randomturns <= 0 ){\n user._randomturns = 0;\n }\n else{\n var random = Math.round(Math.random() * 3 + 1);\n user.addState(random + 241);\n }\n</Custom Leave Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":1,"stepsToRemove":100}, {"id":245,"autoRemovalTiming":1,"chanceByDamage":100,"traits":[],"iconIndex":400,"maxTurns":1,"message1":"再次陷入了敌我不分的状态!","message2":"","message3":"","message4":"的混乱解除了!","minTurns":1,"motion":0,"name":"五月混乱4","note":"<SF_CommonAttack: 0488, 9>\n\n<Custom Apply Effect>\nuser.removeState(62);\nuser.removeState(241);\n</Custom Apply Effect>\n\n<Custom Leave Effect>\n user._randomturns = user._randomturns || 0;\n user._randomturns -= 1;\n if (user._randomturns <= 0 ){\n user._randomturns = 0;\n }\n else{\n var random = Math.round(Math.random() * 3 + 1);\n user.addState(random + 241);\n }\n</Custom Leave Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":true,"removeByRestriction":false,"removeByWalking":false,"restriction":1,"stepsToRemove":100},
{"id":246,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":246,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":247,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"叠加使用的工具状态","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":247,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"叠加使用的工具状态","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":248,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":177,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"中毒","note":"<Custom Apply Effect>\n if (user.isStateAffected(66)){\n user.addState(67);\n }\n else{\n if(user.isStateAffected(67) || user.isStateAffected(68)){\n user.addState(68);\n }\n else{\n user.addState(66);\n }\n }\n var random = Math.floor(Math.random() * 10 + 1);\n if(user.isStateAffected(43)){}\nelse{ \n if (random <=3){\n user.addState(151); }\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":248,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":177,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"中毒","note":"<Custom Apply Effect>\n var i = 0;\n i += user.isStateAffected(66)?1:0;\n i += user.isStateAffected(67)?2:0;\n i += user.isStateAffected(68)?2:0;\n user.removeState(66);\n user.removeState(67);\n user.addState(66 + i);\n var random = Math.floor(Math.random() * 10 + 1);\n if(user.isStateAffected(43)){}\nelse{ \n if (random <=1){\n user.addState(151); }\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":250,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":52,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"精神衰弱","note":"<Custom Apply Effect>\n if (user.isStateAffected(80)){\n user.addState(81);\n }\n else{\n if(user.isStateAffected(81) || user.isStateAffected(82)){\n user.addState(82);\n }\n else{\n user.addState(80);\n }\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":250,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":52,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"精神衰弱","note":"<Custom Apply Effect>\n var i = 0;\n i += user.isStateAffected(80)?1:0;\n i += user.isStateAffected(81)?2:0;\n i += user.isStateAffected(82)?2:0;\n user.removeState(80);\n user.removeState(81);\n user.addState(80 + i);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":251,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":51,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"护甲破损","note":"<Custom Apply Effect>\n if (user.isStateAffected(83)){\n user.addState(84);\n }\n else{\n if(user.isStateAffected(84) || user.isStateAffected(85)){\n user.addState(85);\n }\n else{\n user.addState(83);\n }\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":251,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":51,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"护甲破损","note":"<Custom Apply Effect>\n var i = 0;\n i += user.isStateAffected(83)?1:0;\n i += user.isStateAffected(84)?2:0;\n i += user.isStateAffected(85)?2:0;\n user.removeState(83);\n user.removeState(84);\n user.addState(83 + i);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":252,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":53,"maxTurns":6,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"魔抗削弱","note":"<Custom Apply Effect>\n if (user.isStateAffected(86)){\n user.addState(87);\n }\n else{\n if(user.isStateAffected(87) || user.isStateAffected(88)){\n user.addState(88);\n }\n else{\n user.addState(86);\n }\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":252,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":53,"maxTurns":6,"message1":"","message2":"","message3":"","message4":"","minTurns":3,"motion":0,"name":"魔抗削弱","note":"<Custom Apply Effect>\n var i = 0;\n i += user.isStateAffected(86)?1:0;\n i += user.isStateAffected(87)?2:0;\n i += user.isStateAffected(88)?2:0;\n user.removeState(86);\n user.removeState(87);\n user.addState(86 + i);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":253,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":253,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":254,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":87,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"弱点暴露","note":"<Custom Apply Effect>\n if (user.isStateAffected(108)){\n user.addState(109);\n }\n else{\n if(user.isStateAffected(109) || user.isStateAffected(110)){\n user.addState(110);\n }\n else{\n user.addState(108);\n }\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":254,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":87,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"弱点暴露","note":"<Custom Apply Effect>\n var i = 0;\n i += user.isStateAffected(108)?1:0;\n i += user.isStateAffected(109)?2:0;\n i += user.isStateAffected(110)?2:0;\n user.removeState(108);\n user.removeState(109);\n user.addState(108 + i);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":255,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":105,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"抓伤","note":"<Custom Apply Effect>\n if (user.isStateAffected(97)){\n user.addState(98);\n }\n else{\n if(user.isStateAffected(98)){\n user.addState(99);\n }\n else{\n if(user.isStateAffected(99) ){\n user.addState(100);\n }\n else{\n if(user.isStateAffected(100) || user.isStateAffected(100)){\n user.addState(101);\n }\n else{\n user.addState(97);\n }\n }\n }\n }\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":255,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":105,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"抓伤","note":"<Custom Apply Effect>\n var i = 0;\n i += user.isStateAffected(97)?1:0;\n i += user.isStateAffected(98)?2:0;\n i += user.isStateAffected(99)?3:0;\n i += user.isStateAffected(100)?4:0;\n i += user.isStateAffected(101)?4:0;\n user.removeState(97);\n user.removeState(98);\n user.removeState(99);\n user.removeState(100);\n user.addState(97 + i);\n</Custom Apply Effect>","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
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{"id":257,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":257,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":258,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":258,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":259,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"装备火爪","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":259,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"装备火爪","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
@ -326,7 +326,7 @@ null,
{"id":324,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"电弧","note":"<Custom Battle Effect>\nuser._atktimes = 0;\n</Custom Battle Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && \n(this.item().meta.技能类型 == '普攻' || \nthis.item().meta.技能类型 == '类普攻') \n&& user.atk > 10 ){\n user._atktimes = user._atktimes || 0;\n user._atktimes += 1;\n if(user._atktimes == 4){\n user._atktimes = 0;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(507, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":324,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"电弧","note":"<Custom Battle Effect>\nuser._atktimes = 0;\n</Custom Battle Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && \n(this.item().meta.技能类型 == '普攻' || \nthis.item().meta.技能类型 == '类普攻') \n&& user.atk > 10 ){\n user._atktimes = user._atktimes || 0;\n user._atktimes += 1;\n if(user._atktimes == 4){\n user._atktimes = 0;\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(507, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":325,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迅捷强击被动","note":"<Custom Battle Effect>\nuser._stratkcd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._stratkcd = user._stratkcd || 0;\nuser._stratkcd = Math.max(user._stratkcd - 1, 0); \n</Custom Turn End Effect>\n\n<Custom Initiate Effect>\nuser._stratkcd = user._stratkcd || 0;\nif(this.isSkill() && this.item().meta.技能类型 == '普攻'){}\nelse{\n if(this.isSkill() && \n (this.item().meta.技能类型 == '类普攻' || \n this.item().meta.技能类型 == '技能')&& \n user.atk > 10 && user._stratkcd == 0){\n user.addState(326);\n $gameActors.actor(12)._lastallyid = user.actorId();\n }\n}\n</Custom Initiate Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && \n (this.item().meta.技能类型 == '普攻' || \n this.item().meta.技能类型 == '类普攻' )\n && user.isStateAffected(326)){\n var subject = $gameActors.actor(12);\n subject.forceAction(506, this._targetIndex);\n BattleManager.forceAction(subject);\n user.removeState(326);\n user.addState(262);\n user._stratkcd = 3;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":325,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迅捷强击被动","note":"<Custom Battle Effect>\nuser._stratkcd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._stratkcd = user._stratkcd || 0;\nuser._stratkcd = Math.max(user._stratkcd - 1, 0); \n</Custom Turn End Effect>\n\n<Custom Initiate Effect>\nuser._stratkcd = user._stratkcd || 0;\nif(this.isSkill() && this.item().meta.技能类型 == '普攻'){}\nelse{\n if(this.isSkill() && \n (this.item().meta.技能类型 == '类普攻' || \n this.item().meta.技能类型 == '技能')&& \n user.atk > 10 && user._stratkcd == 0){\n user.addState(326);\n $gameActors.actor(12)._lastallyid = user.actorId();\n }\n}\n</Custom Initiate Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && \n (this.item().meta.技能类型 == '普攻' || \n this.item().meta.技能类型 == '类普攻' )\n && user.isStateAffected(326)){\n var subject = $gameActors.actor(12);\n subject.forceAction(506, this._targetIndex);\n BattleManager.forceAction(subject);\n user.removeState(326);\n user.addState(262);\n user._stratkcd = 3;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":326,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":434,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迅捷强击","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":326,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":434,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迅捷强击","note":"","overlay":0,"priority":50,"removeAtBattleEnd":true,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":327,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"破败","note":"<Custom Confirm Effect>\nthis._pcirate = this._pcirate || 1;\ntarget._block = target._block || 0;\nif(this.isSkill() && \n(this.item().meta.技能类型 == '普攻' \n|| this.item().meta.技能类型 == '类普攻'\n|| this.item().meta.技能类型 == '空手普攻') \n&& user.atk > 10 ){\nvar i = target.hp*0.04;\nvar h = user.atk - target.def;\nif(h > 0){ \ni += h*(1 + h*target.level/2048);}\nvar j = target.hp*0.06;\ni = Math.min(i,j);\ni -= target._block*5;\ni = Math.floor(i);\ni = Math.min(i, 6000);\ni *= this._pcirate;\ni = Math.floor(i);\ntarget._defence = target._defence || 0; \nif( i > 0 ){\n if(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n }\n else{\n value += i;\n }\n}\n} \n</Custom Confirm Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":327,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"破败","note":"<Custom Confirm Effect>\nthis._pcirate = this._pcirate || 1;\nif(this.isSkill() && \n(this.item().meta.技能类型 == '普攻' \n|| this.item().meta.技能类型 == '类普攻'\n|| this.item().meta.技能类型 == '空手普攻') \n&& user.atk > 10 ){\nvar i = target.hp*0.04;\nvar h = user.atk - target.def;\nif(h > 0){ \ni += h*(1 + h*target.level/2048);}\nvar j = target.hp*0.06;\ni = Math.min(i,j);\ni = Math.floor(i);\ni = Math.min(i, 6000);\ni *= this._pcirate;\ni = Math.floor(i);\ntarget._defence = target._defence || 0; \nif( i > 0 ){\n if(target._defence > 0){\n target._defence -= 1;\n target.setStateCounter(213, target._defence);\n if (target._defence <= 0){ \n target.removeState(213); \n }\n }\n else{\n value += i;\n }\n}\n} \n</Custom Confirm Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":328,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"冰霜溅射","note":"<Custom Battle Effect>\nuser._icecd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._icecd = user._icecd || 0;\nuser._icecd = Math.max(user._icecd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() \n&& this.item().meta.技能类型 == '技能' \n && this.isMagical() \n && user.mat > 10 && user._icecd == 0){\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(508, this._targetIndex);\n BattleManager.forceAction(subject);\n user._icecd = 4;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":328,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"冰霜溅射","note":"<Custom Battle Effect>\nuser._icecd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._icecd = user._icecd || 0;\nuser._icecd = Math.max(user._icecd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() \n&& this.item().meta.技能类型 == '技能' \n && this.isMagical() \n && user.mat > 10 && user._icecd == 0){\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(508, this._targetIndex);\n BattleManager.forceAction(subject);\n user._icecd = 4;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":329,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"奥术波动","note":"<Custom Battle Effect>\nuser._wavecd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._wavecd = user._wavecd || 0;\nuser._wavecd = Math.max(user._wavecd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._wavecd == 0){\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(509, this._targetIndex);\n BattleManager.forceAction(subject);\n user._wavecd = 4;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":329,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"奥术波动","note":"<Custom Battle Effect>\nuser._wavecd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._wavecd = user._wavecd || 0;\nuser._wavecd = Math.max(user._wavecd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._wavecd == 0){\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(509, this._targetIndex);\n BattleManager.forceAction(subject);\n user._wavecd = 4;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":330,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迟滞之环","note":"<Custom Battle Effect>\nuser._ringcd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._ringcd = user._ringcd || 0;\nuser._ringcd = Math.max(user._ringcd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._ringcd == 0){\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(510, this._targetIndex);\n BattleManager.forceAction(subject);\n user._ringcd = 5;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":330,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"迟滞之环","note":"<Custom Battle Effect>\nuser._ringcd = 0;\n</Custom Battle Effect>\n\n<Custom Turn End Effect>\nuser._ringcd = user._ringcd || 0;\nuser._ringcd = Math.max(user._ringcd - 1, 0);\n</Custom Turn End Effect>\n\n<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10 && user._ringcd == 0){\n $gameActors.actor(12)._lastallyid = user.actorId();\n var subject = $gameActors.actor(12);\n subject.forceAction(510, this._targetIndex);\n BattleManager.forceAction(subject);\n user._ringcd = 5;\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
@ -334,7 +334,7 @@ null,
{"id":332,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"恐惧侵蚀","note":"<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10){\n user._fear = user._fear || 0;\n user._fear += 1;\n var random = Math.random()*5;\n if(random <= user._fear){\n user._fear = 0;\n var subject = $gameActors.actor(12);\n subject.forceAction(511, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":332,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"恐惧侵蚀","note":"<Custom Establish Effect>\nif(this.isSkill() && this.item().meta.技能类型 == '技能' \n && this.isMagical() && user.mat > 10){\n user._fear = user._fear || 0;\n user._fear += 1;\n var random = Math.random()*5;\n if(random <= user._fear){\n user._fear = 0;\n var subject = $gameActors.actor(12);\n subject.forceAction(511, this._targetIndex);\n BattleManager.forceAction(subject);\n }\n}\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":333,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"杀鸡小刀","note":"<Custom Confirm Effect>\n this.certainhp = target.hp;\n</Custom Confirm Effect>\n\n<Custom Establish Effect>\n this.certainhp = this.certainhp || 1;\n if(target.isStateAffected(144)){}\n else{\n if(this.isSkill() &&\n this.isPhysical() &&\n (this.item().meta.技能类型 == '普攻' ||\n this.item().meta.技能类型 == '类普攻' )){\n var a = Math.random()*100;\n if(a <= 15){\n target.gainHp(-999999);\n }\n }\n if(this.certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainExp(5);\n }\n }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":333,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"杀鸡小刀","note":"<Custom Confirm Effect>\n this.certainhp = target.hp;\n</Custom Confirm Effect>\n\n<Custom Establish Effect>\n this.certainhp = this.certainhp || 1;\n if(target.isStateAffected(144)){}\n else{\n if(this.isSkill() &&\n this.isPhysical() &&\n (this.item().meta.技能类型 == '普攻' ||\n this.item().meta.技能类型 == '类普攻' )){\n var a = Math.random()*100;\n if(a <= 15){\n target.gainHp(-999999);\n }\n }\n if(this.certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainExp(5);\n }\n }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":334,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"绝对猎手","note":"<Ignore Physical Taunt>\n<Ignore Magical Taunt>\n<Ignore Certain Taunt>\n\n<Custom Confirm Effect>\n this.certainhp = target.hp;\n</Custom Confirm Effect>\n\n<Custom Establish Effect>\n this.certainhp = this.certainhp || 1;\n if(this.certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainTp(20);\n user.addState(166);\n }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":334,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"绝对猎手","note":"<Ignore Physical Taunt>\n<Ignore Magical Taunt>\n<Ignore Certain Taunt>\n\n<Custom Confirm Effect>\n this.certainhp = target.hp;\n</Custom Confirm Effect>\n\n<Custom Establish Effect>\n this.certainhp = this.certainhp || 1;\n if(this.certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainTp(20);\n user.addState(166);\n }\n }\n</Custom Establish Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":335,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"剧毒","note":"<Custom Confirm Effect>\nthis._pcirate = this._pcirate || 1;\nif(this.isSkill() && \n(this.item().meta.技能类型 == '普攻' \n|| this.item().meta.技能类型 == '类普攻'\n|| this.item().meta.技能类型 == '空手普攻') \n&& user.mat > 10 ){\nif(target.isStateAffected(66) ||\n target.isStateAffected(67) ||\n target.isStateAffected(68) ) {\n if(target.barrierPoints() > 0){}\n else{\n var i = (target.mhp - target.hp)*0.02;\n var h = user.mat - target.mdf;\n if(h > 0){ \n i += h*(1 + h*target.level/2048);}\n var j = target.hp*0.04;\n i = Math.min(i,j);\n i = Math.floor(i);\n if(target.isStateAffected(67)){\n i *= 5/4;\n }\n else{\n if(target.isStateAffected(68)){\n i *= 3/2; }\n }\n i = Math.min(i, 6000);\n i *= this._pcirate;\n i = Math.min(i, target.hp - 1);\n i = Math.floor(i);\n value += i;\n }\n var judge = 10;\n if(target.isStateAffected(144)){\n judge -= 1; }\n if(target.isStateAffected(151)){\n judge -= 1; }\n if(target.barrierPoints() > 0){\n judge -= 2; }\n var random = Math.random()*10;\n if(judge <= random){\n target.addState(248); }\n}\n}\n</Custom Confirm Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":335,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"剧毒之触","note":"<Custom Confirm Effect>\nthis._pcirate = this._pcirate || 1;\nif(this.isSkill() && \n(this.item().meta.技能类型 == '普攻' \n|| this.item().meta.技能类型 == '类普攻'\n|| this.item().meta.技能类型 == '空手普攻') \n&& user.mat > 10 ){\nif(target.isStateAffected(66) ||\n target.isStateAffected(67) ||\n target.isStateAffected(68) ) {\n if(target.barrierPoints() > 0){}\n else{\n var i = (target.mhp - target.hp)*0.02;\n var h = user.mat - target.mdf;\n if(h > 0){ \n i += h*(1 + h*target.level/2048);}\n var j = target.hp*0.04;\n i = Math.min(i,j);\n i = Math.floor(i);\n if(target.isStateAffected(67)){\n i *= 5/4;\n }\n else{\n if(target.isStateAffected(68)){\n i *= 3/2; }\n }\n i = Math.min(i, 6000);\n i *= this._pcirate;\n i = Math.floor(i);\n value += i;\n }\n var judge = 10;\n if(target.isStateAffected(144)){\n judge -= 1; }\n if(target.isStateAffected(151)){\n judge -= 1; }\n if(target.barrierPoints() > 0){\n judge -= 2; }\n var random = Math.random()*10;\n if(judge <= random){\n target.addState(248); }\n}\n}\n</Custom Confirm Effect>","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":336,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":336,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":337,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":337,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},
{"id":338,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100}, {"id":338,"autoRemovalTiming":0,"chanceByDamage":100,"traits":[],"iconIndex":0,"maxTurns":1,"message1":"","message2":"","message3":"","message4":"","minTurns":1,"motion":0,"name":"","note":"","overlay":0,"priority":50,"removeAtBattleEnd":false,"removeByDamage":false,"removeByRestriction":false,"removeByWalking":false,"restriction":0,"stepsToRemove":100},

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