{"id":36,"animationId":15,"damage":{"critical":true,"elementId":7,"formula":"1+(1+(b.mhp-b.hp)/b.mhp)*(0.75+(1-a.hp/a.mhp))*(a.mat * 2+a.atk*2/3 - b.mdf)*(a.level*a.mat/2048+2)","type":1,"variance":5},"description":"\\c[18]<2倍收割>\\c[17]<20%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n用血魔法凝聚的长枪,造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1!","message2":"","mpCost":0,"name":"血色长枪I","note":"<Hide if Learned Skill: 37,38>\n\n<技能类型:类普攻>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Multiple Elements: 16>\n<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},
{"id":37,"animationId":15,"damage":{"critical":true,"elementId":7,"formula":"1+(1+(b.mhp-b.hp)/b.mhp)*(0.85+(1-a.hp/a.mhp))*(a.mat * 2+a.atk - b.mdf)*(a.level*a.mat/2048+2)","type":1,"variance":5},"description":"\\c[18]<2倍收割>\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n用血魔法凝聚的长枪,造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1!","message2":"","mpCost":0,"name":"血色长枪II","note":"<Hide if Learned Skill: 38>\n\n<技能类型:类普攻>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Multiple Elements: 16>\n\n<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},
{"id":38,"animationId":15,"damage":{"critical":true,"elementId":7,"formula":"1+(1+(b.mhp-b.hp)/b.mhp)*(0.95+(1-a.hp/a.mhp))*(a.mat * 2+a.atk*4/3 - b.mdf)*(a.level*a.mat/2048+2)","type":1,"variance":5},"description":"\\c[18]<2倍收割>\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n用血魔法凝聚的长枪,造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1!","message2":"","mpCost":0,"name":"血色长枪III","note":"<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<技能类型:类普攻>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Multiple Elements: 16>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-2,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},
{"id":36,"animationId":15,"damage":{"critical":true,"elementId":7,"formula":"","type":1,"variance":5},"description":"\\c[18]<2倍收割>\\c[17]<20%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n用血魔法凝聚的长枪,造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1!","message2":"","mpCost":0,"name":"血色长枪I","note":"<Hide if Learned Skill: 37,38>\n\n<技能类型:类普攻>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Multiple Elements: 16>\n<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<damage formula>\n value = 1;\n value += user.mat*2;\n value += user.atk*2/3;\n value -= target.mdf;\n var i = 1;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp): 0;\n value *= i;\n value *= (user.level*user.mat/2048+2);\n value *= (2 - target.hp/target.mhp);\n value += 20;\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},
{"id":37,"animationId":15,"damage":{"critical":true,"elementId":7,"formula":"","type":1,"variance":5},"description":"\\c[18]<2倍收割>\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n用血魔法凝聚的长枪,造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1!","message2":"","mpCost":0,"name":"血色长枪II","note":"<Hide if Learned Skill: 38>\n\n<技能类型:类普攻>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Multiple Elements: 16>\n\n<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<damage formula>\n value = 1;\n value += user.mat*2;\n value += user.atk*2/3;\n value -= target.mdf;\n var i = 1.25;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp): 0;\n value *= i;\n value *= (user.level*user.mat/2048+2);\n value *= (2 - target.hp/target.mhp);\n value += 300;\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},
{"id":38,"animationId":15,"damage":{"critical":true,"elementId":7,"formula":"","type":1,"variance":5},"description":"\\c[18]<2倍收割>\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] \n用血魔法凝聚的长枪,造成\\c[18]生命\\c[0]与\\c[9]冰\\c[0]混合属性伤害","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1!","message2":"","mpCost":0,"name":"血色长枪III","note":"<Custom HP Cost>\ncost += user.mhp/40+user.hp/20;\n</Custom HP Cost>\n\n<技能类型:类普攻>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Multiple Elements: 16>\n\n<damage formula>\n value = 1;\n value += user.mat*2;\n value += user.atk*2/3;\n value -= target.mdf;\n var i = 1.5;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp): 0;\n value *= i;\n value *= (user.level*user.mat/2048+2);\n value *= (2 - target.hp/target.mhp);\n value += 800;\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(230);\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-2,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},
{"id":68,"animationId":44,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"大幅提升速度的强大技能(\\it[117])","effects":[{"code":21,"dataId":117,"value1":1,"value2":0}],"hitType":0,"iconIndex":381,"message1":"施放了%1!","message2":"","mpCost":20,"name":"神速I","note":"<Hide if Learned Skill: 69>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":70,"animationId":0,"damage":{"critical":true,"elementId":14,"formula":"","type":1,"variance":5},"description":"将自身的血液转化为毒素注入敌人体内并引爆,造成\\c[3]毒\\c[0]属性伤害\n并几率附加\\c[3]\\it[248]\\c[0],\\c[3]\\it[248]\\c[0]层数越高伤害越高","effects":[{"code":21,"dataId":248,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":11,"message1":"吟唱了%1!","message2":"","mpCost":0,"name":"血毒爆蚀I","note":"<Hide if Learned Skill: 71,72>\n<Custom HP Cost>\ncost += user.mhp/50+user.hp/15;\n</Custom HP Cost>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<damage formula>\n value = 1;\n value += user.mat*2;\n value += user.mhp/20;\n if(target.isStateAffected(68) ){\n value += user.mat/5;\n value -= target.mdf*7/10;\n }\n else{ \n if(target.isStateAffected(67) ){\n value += user.mat/7;\n value -= target.mdf*4/5;\n }\n else{ \n if(target.isStateAffected(66) ){\n value += user.mat/10;\n value -= target.mdf*9/10;\n }\n else{ value -= target.mdf}\n }\n }\n value *= (user.level*user.mat/2048+2);\n value *= (1/2+user.hp/user.mhp);\n value += 5;\n value = Math.floor(value);\n</damage formula>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-20,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":8},
{"id":71,"animationId":0,"damage":{"critical":true,"elementId":14,"formula":"1+(1/2+a.hp/a.mhp)*(a.mat * 2 +a.mhp/20- b.mdf*9/10)*(a.level*a.mat/2048+2)","type":1,"variance":5},"description":"将自身的血液转化为毒素注入敌人体内并引爆,造成\\c[3]毒\\c[0]属性伤害\n并几率附加\\c[3]\\it[248]\\c[0],\\c[3]\\it[248]\\c[0]层数越高伤害越高","effects":[{"code":21,"dataId":248,"value1":0.8,"value2":0}],"hitType":2,"iconIndex":11,"message1":"吟唱了%1!","message2":"","mpCost":0,"name":"血毒爆蚀II","note":"<Hide if Learned Skill: 72>\n<Custom HP Cost>\ncost += user.mhp/50+user.hp/15;\n</Custom HP Cost>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<damage formula>\n value = 1;\n value += user.mat*11/5;\n value += user.mhp/20;\n if(target.isStateAffected(68) ){\n value += user.mat/5;\n value -= target.mdf*7/10;\n }\n else{ \n if(target.isStateAffected(67) ){\n value += user.mat/7;\n value -= target.mdf*4/5;\n }\n else{ \n if(target.isStateAffected(66) ){\n value += user.mat/10;\n value -= target.mdf*9/10;\n }\n else{ value -= target.mdf}\n }\n }\n value *= (user.level*user.mat/2048+2);\n value *= (1/2+user.hp/user.mhp);\n value += 350;\n value = Math.floor(value);\n</damage formula>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-20,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":8},
{"id":72,"animationId":0,"damage":{"critical":true,"elementId":14,"formula":"1+(1/2+a.hp/a.mhp)*(a.mat * 2 +a.mhp/20- b.mdf*9/10)*(a.level*a.mat/2048+2)","type":1,"variance":5},"description":"将自身的血液转化为毒素注入敌人体内并引爆,造成\\c[3]毒\\c[0]属性伤害\n并附加\\c[3]\\it[248]\\c[0],\\c[3]\\it[248]\\c[0]层数越高伤害越高","effects":[{"code":21,"dataId":248,"value1":1,"value2":0}],"hitType":2,"iconIndex":11,"message1":"吟唱了%1!","message2":"","mpCost":0,"name":"血毒爆蚀III","note":"<Custom HP Cost>\ncost += user.mhp/50+user.hp/15;\n</Custom HP Cost>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<damage formula>\n value = 1;\n value += user.mat*12/5;\n value += user.mhp/20;\n if(target.isStateAffected(68) ){\n value += user.mat/5;\n value -= target.mdf*7/10;\n }\n else{ \n if(target.isStateAffected(67) ){\n value += user.mat/7;\n value -= target.mdf*4/5;\n }\n else{ \n if(target.isStateAffected(66) ){\n value += user.mat/10;\n value -= target.mdf*9/10;\n }\n else{ value -= target.mdf}\n }\n }\n value *= (user.level*user.mat/2048+2);\n value *= (1/2+user.hp/user.mhp);\n value += 850;\n value = Math.floor(value);\n</damage formula>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-20,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":8},
{"id":70,"animationId":0,"damage":{"critical":true,"elementId":14,"formula":"","type":1,"variance":5},"description":"将自身的血液转化为毒素注入敌人体内并引爆,造成\\c[3]毒\\c[0]属性伤害\n并几率附加\\c[3]\\it[248]\\c[0],\\c[3]\\it[248]\\c[0]层数越高伤害越高","effects":[{"code":21,"dataId":248,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":11,"message1":"吟唱了%1!","message2":"","mpCost":0,"name":"血毒爆蚀I","note":"<Hide if Learned Skill: 71,72>\n<Custom HP Cost>\ncost += user.mhp/50+user.hp/15;\n</Custom HP Cost>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<damage formula>\n value = 1;\n value += user.mat*2;\n value += user.mhp/20;\n if(target.isStateAffected(68) ){\n value += user.mat/5;\n value -= target.mdf*7/10;\n }\n else{ \n if(target.isStateAffected(67) ){\n value += user.mat/7;\n value -= target.mdf*4/5;\n }\n else{ \n if(target.isStateAffected(66) ){\n value += user.mat/10;\n value -= target.mdf*9/10;\n }\n else{ value -= target.mdf}\n }\n }\n value *= (user.level*user.mat/2048+2);\n var i = 1;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp): 0;\n value *= i;\n value += 5;\n value = Math.floor(value);\n</damage formula>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-20,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":8},
{"id":71,"animationId":0,"damage":{"critical":true,"elementId":14,"formula":"","type":1,"variance":5},"description":"将自身的血液转化为毒素注入敌人体内并引爆,造成\\c[3]毒\\c[0]属性伤害\n并几率附加\\c[3]\\it[248]\\c[0],\\c[3]\\it[248]\\c[0]层数越高伤害越高","effects":[{"code":21,"dataId":248,"value1":0.8,"value2":0}],"hitType":2,"iconIndex":11,"message1":"吟唱了%1!","message2":"","mpCost":0,"name":"血毒爆蚀II","note":"<Hide if Learned Skill: 72>\n<Custom HP Cost>\ncost += user.mhp/50+user.hp/15;\n</Custom HP Cost>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<damage formula>\n value = 1;\n value += user.mat*11/5;\n value += user.mhp/20;\n if(target.isStateAffected(68) ){\n value += user.mat/5;\n value -= target.mdf*7/10;\n }\n else{ \n if(target.isStateAffected(67) ){\n value += user.mat/7;\n value -= target.mdf*4/5;\n }\n else{ \n if(target.isStateAffected(66) ){\n value += user.mat/10;\n value -= target.mdf*9/10;\n }\n else{ value -= target.mdf}\n }\n }\n value *= (user.level*user.mat/2048+2);\n var i = 1.25;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp): 0;\n value *= i;\n value += 220;\n value = Math.floor(value);\n</damage formula>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-20,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":8},
{"id":72,"animationId":0,"damage":{"critical":true,"elementId":14,"formula":"","type":1,"variance":5},"description":"将自身的血液转化为毒素注入敌人体内并引爆,造成\\c[3]毒\\c[0]属性伤害\n并附加\\c[3]\\it[248]\\c[0],\\c[3]\\it[248]\\c[0]层数越高伤害越高","effects":[{"code":21,"dataId":248,"value1":1,"value2":0}],"hitType":2,"iconIndex":11,"message1":"吟唱了%1!","message2":"","mpCost":0,"name":"血毒爆蚀III","note":"<Custom HP Cost>\ncost += user.mhp/50+user.hp/15;\n</Custom HP Cost>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<damage formula>\n value = 1;\n value += user.mat*12/5;\n value += user.mhp/20;\n if(target.isStateAffected(68) ){\n value += user.mat/5;\n value -= target.mdf*7/10;\n }\n else{ \n if(target.isStateAffected(67) ){\n value += user.mat/7;\n value -= target.mdf*4/5;\n }\n else{ \n if(target.isStateAffected(66) ){\n value += user.mat/10;\n value -= target.mdf*9/10;\n }\n else{ value -= target.mdf}\n }\n }\n value *= (user.level*user.mat/2048+2);\n var i = 1.5;\n i -= user.hp/user.mhp<0.7?(0.7 - user.hp/user.mhp): 0;\n value *= i;\n value += 850;\n value = Math.floor(value);\n</damage formula>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-20,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":8},