@ -18,7 +18,7 @@ null,
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{ "id" : 16 , "animationId" : 13 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "300+(1+4*(b.mhp-b.hp)/b.mhp)*(a.atk * 3+a.mat*2 - b.mdf- b.def)*(a.level*a.atk/2048+2)/2" , "type" : 1 , "variance" : 0 } , "description" : "\\c[18]<5倍收割>\\c[0] \\c[18]<类普攻>\\c[0] \n向敌人发动致命一击, 敌人血量比例越低伤害越高" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 78 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 12 , "name" : "致命一击III" , "note" : "<技能类型:类普攻>\n\n\n<Pre-Damage Eval>\n target.removeState(258);\n</Pre-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : -1 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 17 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "200" , "type" : 0 , "variance" : 20 } , "description" : "使用次级幽能强化自己的战斗力,但自己\n也会受到幽能的侵蚀持续损失HP" , "effects" : [ { "code" : 21 , "dataId" : 11 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 55 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 56 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 57 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "幽能强化I" , "note" : "<Hide if Learned Skill: 18>\n<Cooldown: 20>\n<Cooldown Steps: 1>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 17 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "200" , "type" : 0 , "variance" : 20 } , "description" : "使用次级幽能强化自己的战斗力,但自己\n也会受到幽能的侵蚀持续损失HP" , "effects" : [ { "code" : 21 , "dataId" : 11 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 55 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 56 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 57 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "幽能强化I" , "note" : "<Hide if Learned Skill: 18>\n<Cooldown: 20>\n<Cooldown Steps: 1>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 18 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "200" , "type" : 0 , "variance" : 20 } , "description" : "使用次级幽能强化自己的战斗力,\n身体适应后自身不再受到幽能侵蚀" , "effects" : [ { "code" : 21 , "dataId" : 12 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 55 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 56 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 57 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "幽能强化II" , "note" : "<Cooldown: 15>\n<Cooldown Steps: 1>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 18 , "animationId" : 44 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "200" , "type" : 0 , "variance" : 20 } , "description" : "使用次级幽能强化自己的战斗力,\n身体适应后自身不再受到幽能侵蚀" , "effects" : [ { "code" : 21 , "dataId" : 12 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 54 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 55 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 56 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 57 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 59 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 61 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 72 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "幽能强化II" , "note" : "<Cooldown: 15>\n<Cooldown Steps: 1>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 4 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 19 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "郝仁 的审查官配枪作为他的副手武器,在每进行五次普通攻击\n后会使用进行一次射击, 作为幽能武器, 它的伤害无视物理防御护盾 ", "effects" : [ ] , "hitType" : 0 , "iconIndex" : 384 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "审查官配枪(被动)" , "note" : "<Passive State: 331>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 19 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "郝仁 在每进行五次普通攻击后会使用配枪进行一次射击,造成\n无视防御和护盾的\\c[9]幽能\\c[0]伤害,且自身获得\\c[17]\\it[113]\\c[0] ", "effects" : [ ] , "hitType" : 0 , "iconIndex" : 384 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "审查官配枪(被动)" , "note" : "<Passive State: 331>" , "occasion" : 3 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 0 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 20 , "animationId" : 213 , "damage" : { "critical" : true , "elementId" : 13 , "formula" : "50 + 500*a.level/99 + 2*a.atk*(1+a.atk*a.level/2048)" , "type" : 1 , "variance" : 1 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 384 , "message1" : "使用\\c[9]审查官配枪\\c[0]射击!" , "message2" : "" , "mpCost" : 0 , "name" : "配枪射击" , "note" : "<技能类型:普攻特效>\n\n<Pre-Damage Eval>\n target.addState(258);\n</Pre-Damage Eval>\n\n<Bypass Barrier>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 20 , "animationId" : 213 , "damage" : { "critical" : true , "elementId" : 13 , "formula" : "50 + 500*a.level/99 + 2*a.atk*(1+a.atk*a.level/2048)" , "type" : 1 , "variance" : 1 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 384 , "message1" : "使用\\c[9]审查官配枪\\c[0]射击!" , "message2" : "" , "mpCost" : 0 , "name" : "配枪射击" , "note" : "<技能类型:普攻特效>\n\n<Pre-Damage Eval>\n target.addState(258);\n</Pre-Damage Eval>\n\n<Bypass Barrier>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 21 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 21 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 22 , "animationId" : 19 , "damage" : { "critical" : false , "elementId" : -1 , "formula" : "1+(a.atk * 2+a.agi/200 - b.def)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "尝试将敌方打晕,几率施加\\it[58]" , "effects" : [ { "code" : 21 , "dataId" : 58 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 6 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "击晕I" , "note" : "<Hide if Learned Skill: 23,24>\n<Pre-Damage Eval>\n target.removeState(258);\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 5 } ,
{ "id" : 22 , "animationId" : 19 , "damage" : { "critical" : false , "elementId" : -1 , "formula" : "1+(a.atk * 2+a.agi/200 - b.def)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "尝试将敌方打晕,几率施加\\it[58]" , "effects" : [ { "code" : 21 , "dataId" : 58 , "value1" : 0.5 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 6 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "击晕I" , "note" : "<Hide if Learned Skill: 23,24>\n<Pre-Damage Eval>\n target.removeState(258);\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 5 } ,
@ -136,7 +136,7 @@ null,
{ "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" : 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" : 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(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" : 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 ", "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 <Before Eval>\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\n\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\nelse{\n user.addState(354);\n}\n </Before Eval>\n\n<Custom TP Cost> \nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 137 , "animationId" : 212 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[350]、\\it[352]\\c[0] 构成:\\c[9]\\it[354]\\c[0] 引导风的力量形成缓冲,\n给予全队\\c[9]5 + 0.66*自身level\\c[0] 的\\c[9]\\it[238]\\c[0]属性持续5回合 ,不能叠加释放 ", "effects" : [ { "code" : 21 , "dataId" : 360 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 413 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•风息缎带" , "note" : "<技能类型:技能 >\n\n<Custom Requirement>\n if (user.isStateAffected(360)) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement >\n\n <Before Eval>\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\n\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\nelse{\n user.addState(354);\n}\n </Before Eval>\n\n<Custom TP Cost> \nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 8 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 138 , "animationId" : 205 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[350]、\\it[354]\\c[0] 构成:\\c[9]\\it[348]\\c[0] 生成符文圣装,\n提升指定队友50%物攻和双防五回合,并回复全队一定生命" , "effects" : [ { "code" : 44 , "dataId" : 1 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 741 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•守护圣装" , "note" : "<技能类型:技能>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nelse{\n user.addState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<After Eval>\n var heal = user.mat*(3/2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/5;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/5;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/5;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/5;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n }\n</After Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 138 , "animationId" : 205 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "消耗: \\c[17]\\it[350]、\\it[354]\\c[0] 构成:\\c[9]\\it[348]\\c[0] 生成符文圣装,\n提升指定队友50%物攻和双防五回合,并回复全队一定生命" , "effects" : [ { "code" : 44 , "dataId" : 1 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 741 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•守护圣装" , "note" : "<技能类型:技能>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nelse{\n user.addState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<After Eval>\n var heal = user.mat*(3/2 + user.mat*user.level/2048);\n if($gameParty.members()[0].hp > 0){\n heal += ($gameParty.members()[0].mhp - $gameParty.members()[0].hp)/5;\n $gameParty.members()[0].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[1].hp > 0){\n heal += ($gameParty.members()[1].mhp - $gameParty.members()[1].hp)/5;\n $gameParty.members()[1].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[2].hp > 0){\n heal += ($gameParty.members()[2].mhp - $gameParty.members()[2].hp)/5;\n $gameParty.members()[2].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[3].hp > 0){\n heal += ($gameParty.members()[3].mhp - $gameParty.members()[3].hp)/5;\n $gameParty.members()[3].gainHp(Math.floor(heal));\n }\n if($gameParty.members()[4].hp > 0){\n heal += ($gameParty.members()[4].mhp - $gameParty.members()[4].hp)/5;\n $gameParty.members()[4].gainHp(Math.floor(heal));\n }\n</After Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 7 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 60 , "tpGain" : 0 } ,
{ "id" : 139 , "animationId" : 219 , "damage" : { "critical" : true , "elementId" : 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\n的伤害(附带其当前生命8%的伤害, 最高20000点) , 并附加\\it[252]" , "effects" : [ { "code" : 21 , "dataId" : 252 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 252 , "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" : 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\n的伤害(附带其当前生命8%的伤害, 最高20000点) , 并附加\\it[252]" , "effects" : [ { "code" : 21 , "dataId" : 252 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 252 , "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 $gameParty.members()[4].addState(165);\n }\n</After Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 80 , "tpGain" : 20 } ,
{ "id" : 140 , "animationId" : 104 , "damage" : { "critical" : true , "elementId" : 10 , "formula" : "1+(a.level/45+1)*(a.mat * 8 - b.mdf/4)*(a.level*a.mat/2048+2)+Math.min(Math.floor((b.mhp - b.hp)*0.18), 80000)" , "type" : 1 , "variance" : 20 } , "description" : "消耗: \\c[17]\\全部符卡 \\c[0] 以象征皇权的符文改变战局,对敌方造成精神属性伤害\n并附加\\it[93]和\\it[90],同时,恢复己方一定生命并附加\\it[165]" , "effects" : [ { "code" : 21 , "dataId" : 93 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 90 , "value1" : 1 , "value2" : 0 } , { "code" : 44 , "dataId" : 1 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 824 , "message1" : "启用了\\c[17]%1! \\c[0]" , "message2" : "" , "mpCost" : 15 , "name" : "卡阵•战争皇权" , "note" : "<技能类型:技能>\n\n<Barrier Penetration: 50%>\n\n<Custom TP Cost> \nif(user.isStateAffected(348)){\n cost -= 20;\n}\nif(user.isStateAffected(350)){\n cost -= 20;\n}\nif(user.isStateAffected(352)){\n cost -= 20;\n}\nif(user.isStateAffected(354)){\n cost -= 20;\n}\n</Custom TP Cost> \n\n<Before Eval>\nif(user.isStateAffected(348)){\n user.removeState(348);\n}\nif(user.isStateAffected(350)){\n user.removeState(350);\n}\nif(user.isStateAffected(352)){\n user.removeState(352);\n}\nif(user.isStateAffected(354)){\n user.removeState(354);\n}\n </Before Eval>\n\n<Post-Damage Eval>\n if (user.isStateAffected(361) || user.isStateAffected(362) || user.isStateAffected(363) ){\n var subject = user;\n subject.forceAction(117, -2);\n BattleManager.forceAction(subject);\n }\n </Post-Damage Eval>\n\n<After Eval>\n var heal = 5/4*user.mat*(2 + user.mat*user.level/2048);\n if($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 } ,
@ -147,18 +147,18 @@ null,
{ "id" : 145 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 145 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 146 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "伊扎克斯的技能" , "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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@ -255,9 +255,9 @@ null,
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{ "id" : 254 , "animationId" : 31 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "降低自身受到随机攻击的几率并提升攻击力、闪避、命中和\n暴击率的刺杀技能( 获得\\it[155]和\\it[172]) " , "effects" : [ { "code" : 21 , "dataId" : 155 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 172 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 395 , "message1" : "猫猫祟祟准备偷袭" , "message2" : "" , "mpCost" : 0 , "name" : "猫猫祟祟I" , "note" : "<Hide if Learned Skill: 255,262>\n\n<技能类型:技能>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 20 , "tpGain" : 0 } ,
{ "id" : 255 , "animationId" : 31 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "降低自身受到随机攻击的几率并提升攻击力、闪避、命中和\n暴击率的刺杀技能( 获得\\it[155]和\\it[173]) " , "effects" : [ { "code" : 21 , "dataId" : 155 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 173 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 395 , "message1" : "猫猫祟祟准备偷袭" , "message2" : "" , "mpCost" : 0 , "name" : "猫猫祟祟II" , "note" : "<Hide if Learned Skill: 262>\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" : 20 , "tpGain" : 0 } ,
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@ -265,8 +265,8 @@ null,
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{ "id" : 291 , "animationId" : 43 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "\\c[18]<强化 • 一式>\\c[0] 郝籽拉开身位,增加\n80%闪避率和30%敏捷持续2回合, 并恢复10点TP" , "effects" : [ { "code" : 31 , "dataId" : 6 , "value1" : 2 , "value2" : 0 } , { "code" : 21 , "dataId" : 176 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 188 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 189 , "value1" : 1 , "value2" : 0 } , { "code" : 22 , "dataId" : 190 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 82 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "以退为进II" , "note" : "<Hide if Learned Skill: 292>\n\n<技能类型:技能>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 1 , "requiredWtypeId2" : 2 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
@ -300,7 +300,7 @@ null,
{ "id" : 298 , "animationId" : 229 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "(3 - 2 * b.hp/b.mhp) * (a.atk * 2 - b.def*2/5)*(a.level*a.atk/2048+2) + Math.min((b.mhp - b.hp)/20, 20000)" , "type" : 1 , "variance" : 10 } , "description" : "\\c[18]<3倍收割><类普攻>\\c[0] 诺兰绕后发起三次背刺,清空目标血条时\n获得20TP且下回合读条增加75%, 使用后所有“狐猎”式冷却2回合。" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 435 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐猎 • 二式" , "note" : "<Pre-Damage Eval>\n target.removeState(258);\n this.certainhp = target.hp;\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n\n<Skill 296 Cooldown: 2>\n<Skill 297 Cooldown: 2>\n<Skill 298 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n\n<After Eval>\n user.removeState(274);\n if(this.certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainTp(20);\n user.addState(166);\n }\n }\n</After Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 298 , "animationId" : 229 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "(3 - 2 * b.hp/b.mhp) * (a.atk * 2 - b.def*2/5)*(a.level*a.atk/2048+2) + Math.min((b.mhp - b.hp)/20, 20000)" , "type" : 1 , "variance" : 10 } , "description" : "\\c[18]<3倍收割><类普攻>\\c[0] 诺兰绕后发起三次背刺,清空目标血条时\n获得20TP且下回合读条增加75%, 使用后所有“狐猎”式冷却2回合。" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 435 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐猎 • 二式" , "note" : "<Pre-Damage Eval>\n target.removeState(258);\n this.certainhp = target.hp;\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n\n<Skill 296 Cooldown: 2>\n<Skill 297 Cooldown: 2>\n<Skill 298 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n\n<After Eval>\n user.removeState(274);\n if(this.certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainTp(20);\n user.addState(166);\n }\n }\n</After Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 15 , "tpGain" : 0 } ,
{ "id" : 299 , "animationId" : 227 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "诺兰加速行动,提升闪避率和魔法闪避率,持续三回合\n并恢复5点TP, 使用后禁用两个“零式”, 解锁两个“二式”" , "effects" : [ { "code" : 21 , "dataId" : 276 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 778 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐迅 • 零式" , "note" : "<After Eval>\n user.addState(274);\n</After Eval>\n\n<技能类型:技能>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273) ||\n user.isStateAffected(274) ) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>\n" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 299 , "animationId" : 227 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "诺兰加速行动,提升闪避率和魔法闪避率,持续三回合\n并恢复5点TP, 使用后禁用两个“零式”, 解锁两个“二式”" , "effects" : [ { "code" : 21 , "dataId" : 276 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 778 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐迅 • 零式" , "note" : "<After Eval>\n user.addState(274);\n</After Eval>\n\n<技能类型:技能>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273) ||\n user.isStateAffected(274) ) {\n value = false;\n } else {\n value = true;\n }\n</Custom Requirement>\n" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 5 } ,
{ "id" : 300 , "animationId" : 191 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[0] 诺兰使用手刀或刃武器释放剑舞,\n伤害和命中率依次递增; 使用后所有“狐迅式”冷却一回合; " , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 76 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐迅 • 一式" , "note" : "<Pre-Damage Eval>\n target.removeState(258);\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n\n<Before Eval>\n user.addState(232);\n</Before Eval>\n\n<After Eval>\n user.removeState(273);\n</After Eval>\n\n<Skill 299 Cooldown: 2>\n<Skill 300 Cooldown: 2>\n<Skill 301 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<damage formula>\n this._chainmultiplier = this._chainmultiplier || 1;\n value = 1;\n value += (user.atk * 2 - target.def)\n value *= (2 + user.atk * user.level/2048)/2;\n value += Math.min(target.mhp/100, 1000);\n value *= this._chainmultiplier;\n this._chainmultiplier += 1/4;\n</damage formula>" , "occasion" : 1 , "repeats" : 5 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 300 , "animationId" : 191 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "" , "type" : 1 , "variance" : 5 } , "description" : "\\c[18]<类普攻>\\c[0] 诺兰使用手刀或刃武器释放剑舞,\n伤害和命中率依次递增; 使用后所有“狐迅式”冷却一回合; " , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 76 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐迅 • 一式" , "note" : "<Pre-Damage Eval>\n target.removeState(258);\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n\n<Before Eval>\n user.addState(232);\n</Before Eval>\n\n<After Eval>\n user.removeState(273);\n</After Eval>\n\n<Skill 299 Cooldown: 2>\n<Skill 300 Cooldown: 2>\n<Skill 301 Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(273)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<damage formula>\n this._chainmultiplier = this._chainmultiplier || 1;\n value = 1;\n value += (user.atk * 2 - target.def)\n value *= (2 + user.atk * user.level/2048)/2;\n value += Math.min(target.mhp/100, 1000);\n value *= this._chainmultiplier;\n this._chainmultiplier += 1/4;\n</damage formula>" , "occasion" : 1 , "repeats" : 5 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 30 , "tpGain" : 0 } ,
{ "id" : 301 , "animationId" : 228 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "诺兰隐身一回合撤出战场中心并修复机体, 恢复10TP并清除\\c[18]慢性损伤\\c[0]。\n使用技能会让所有“狐迅式”冷却二回合" , "effects" : [ { "code" : 21 , "dataId" : 277 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 395 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐迅 • 二式" , "note" : "<技能类型:技能>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n user._easedamage = 0;\n user.removeState(274);\n if(user.isStateAffected(46)){}\n else{\n if(user.isStateAffected(264)||\n user.isStateAffected(270)){\n user.addState(278);\n }\n }\n</After Eval>\n\n<Skill 299 Cooldown: 3>\n<Skill 300 Cooldown: 3>\n<Skill 301 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" : 10 } ,
{ "id" : 301 , "animationId" : 228 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "诺兰隐身一回合撤出战场中心并修复机体, 恢复10TP并清除\\c[18]慢性损伤\\c[0]。\n使用技能会让所有“狐迅式”冷却二回合" , "effects" : [ { "code" : 21 , "dataId" : 277 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 395 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 0 , "name" : "狐迅 • 二式" , "note" : "<技能类型:技能>\n\n<Custom Requirement>\n if (user.isStateAffected(274)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n user._easedamage = 0;\n user.removeState(274);\n if(user.isStateAffected(46)){}\n else{\n if(user.isStateAffected(264)||\n user.isStateAffected(270)){\n user.addState(278);\n }\n }\n</After Eval>\n\n<Skill 299 Cooldown: 3>\n<Skill 300 Cooldown: 3>\n<Skill 301 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" : 10 } ,
{ "id" : 302 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "1+(a.atk * 5/2+a.agi/200 - b.def*4/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的\\c[18]远程攻击\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "远程射击(诺兰)" , "note" : "<Pre-Damage Eval>\n target.addState(258);\n</Pre-Damage Eval>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n<技能类型:普攻>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 2 } ,
{ "id" : 302 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "1+(a.atk * 5/2+a.agi/200 - b.def*4/5)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "的\\c[18]远程攻击\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "远程射击(诺兰)" , "note" : "<Pre-Damage Eval>\n target.addState(258);\n</Pre-Damage Eval>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>\n\n<Custom Target Eval>\ntargets.push(target);\ntargets.push($gameTroop.members()[this._targetIndex - 1]);\ntargets.push($gameTroop.members()[this._targetIndex + 1]);\n</Custom Target Eval>\n<技能类型:普攻>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 2 } ,
{ "id" : 303 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "Math.min(b.hp*2/25, 8000) + (3/2+(1-b.hp/b.mhp)/2)*(a.atk * 2+a.agi/200 - b.def/2)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "的\\c[18]隐身背刺\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "隐身背刺" , "note" : "<Hit Reward: Add State 167>\n\n<Pre-Damage Eval>\n target.removeState(258);\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 303 , "animationId" : -1 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "Math.min(b.hp*2/25, 8000) + (3/2+(1-b.hp/b.mhp)/2)*(a.atk * 2+a.agi/200 - b.def/2)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 5 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "的\\c[18]隐身背刺\\c[0]! " , "message2" : "" , "mpCost" : 0 , "name" : "隐身背刺" , "note" : "<Hit Reward: Add State 167>\n\n<Pre-Damage Eval>\n target.removeState(258);\n</Pre-Damage Eval>\n\n<技能类型:类普攻>\n\n<Before Eval>\n this._pcirate = 1.5;\n</Before Eval>" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 8 } ,
{ "id" : 304 , "animationId" : 230 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "进入\\c[17]\\it[279]\\c[0], 提高30%敏捷和20%攻击力,\n直接获得30TP且每回合恢复5点TP, 同时减少所有特技一回合冷却" , "effects" : [ { "code" : 21 , "dataId" : 279 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 336 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "全功率模式" , "note" : "<技能类型:技能>\n\n<After ATB: 99%>\n\n<Cooldown: 25>\n<Cooldown Steps: 1>\n\n<Skill 296 Cooldown: -1>\n<Skill 297 Cooldown: -1>\n<Skill 298 Cooldown: -1>\n<Skill 299 Cooldown: -1>\n<Skill 300 Cooldown: -1>\n<Skill 301 Cooldown: -1>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 30 } ,
{ "id" : 304 , "animationId" : 230 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "进入\\c[17]\\it[279]\\c[0], 提高30%敏捷和20%攻击力,\n直接获得30TP且每回合恢复5点TP, 同时减少所有特技一回合冷却" , "effects" : [ { "code" : 21 , "dataId" : 279 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 336 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "全功率模式" , "note" : "<技能类型:技能>\n\n<After ATB: 99%>\n\n<Cooldown: 25>\n<Cooldown Steps: 1>\n\n<Skill 296 Cooldown: -1>\n<Skill 297 Cooldown: -1>\n<Skill 298 Cooldown: -1>\n<Skill 299 Cooldown: -1>\n<Skill 300 Cooldown: -1>\n<Skill 301 Cooldown: -1>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 30 } ,
@ -360,11 +360,11 @@ null,
{ "id" : 358 , "animationId" : 10 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "1+(5/2*(b.mhp-b.hp)/b.mhp)*(a.atk * 2+a.mat*2 - b.mdf- b.def/5)*(a.level*a.atk/2048+2)/2" , "type" : 1 , "variance" : 20 } , "description" : "对濒死敌人进行最后一击的杀戮剑术" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 99 , "message1" : "的强力攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "绝剑诛邪(弱化版)" , "note" : "<技能类型:普攻>\n\n<Pre-Damage Eval>\n target.removeState(258);\n</Pre-Damage Eval>\n\n<After Eval>\n if (user.isStateAffected(18)){\n var subject = user;\n subject.forceAction(501, -2);\n BattleManager.forceAction(subject);\n }\n</After Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 358 , "animationId" : 10 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "1+(5/2*(b.mhp-b.hp)/b.mhp)*(a.atk * 2+a.mat*2 - b.mdf- b.def/5)*(a.level*a.atk/2048+2)/2" , "type" : 1 , "variance" : 20 } , "description" : "对濒死敌人进行最后一击的杀戮剑术" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 99 , "message1" : "的强力攻击!" , "message2" : "" , "mpCost" : 0 , "name" : "绝剑诛邪(弱化版)" , "note" : "<技能类型:普攻>\n\n<Pre-Damage Eval>\n target.removeState(258);\n</Pre-Damage Eval>\n\n<After Eval>\n if (user.isStateAffected(18)){\n var subject = user;\n subject.forceAction(501, -2);\n BattleManager.forceAction(subject);\n }\n</After Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 359 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "a.mhp/20" , "type" : 0 , "variance" : 20 } , "description" : "在安全的位置进行备战" , "effects" : [ { "code" : 21 , "dataId" : 155 , "value1" : 1 , "value2" : 0 } , { "code" : 11 , "dataId" : 0 , "value1" : 0.05 , "value2" : 0 } ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "正在备战" , "message2" : "" , "mpCost" : 0 , "name" : "积极备战" , "note" : "" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 11 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
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{ "id" : 360 , "animationId" : 8 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "1+(a.atk * 3/2+a.mat+a.agi/200 - b.def-b.mdf/2)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "附带圣焰的斩击!" , "message2" : "" , "mpCost" : 0 , "name" : "普通攻击(白火)" , "note" : "<技能类型:普攻>\n\n\n<Pre-Damage Eval>\n target.removeState(258);\n</Pre-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 360 , "animationId" : 8 , "damage" : { "critical" : true , "elementId" : -1 , "formula" : "1+(a.atk * 3/2+a.mat+a.agi/200 - b.def-b.mdf/2)*(a.level*a.atk/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "" , "effects" : [ { "code" : 21 , "dataId" : 0 , "value1" : 1 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.1 , "value2" : 0 } ] , "hitType" : 1 , "iconIndex" : 0 , "message1" : "附带圣焰的斩击!" , "message2" : "" , "mpCost" : 0 , "name" : "普通攻击(白火)" , "note" : "<技能类型:普攻>\n\n\n<Pre-Damage Eval>\n target.removeState(258);\n</Pre-Damage Eval>" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 5 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 10 } ,
{ "id" : 361 , "animationId" : 58 , "damage" : { "critical" : true , "elementId" : 5 , "formula" : "1+(a.mat * 2+a.atk/2 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[3]<常规技能>\\c[0] 炎魔招牌技能邪能大火球,用力砸过去威力\n更大 ", "effects" : [ { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } , { "code" : 44 , "dataId" : 8 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 64 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 6 , "name" : "火球重击I" , "note" : "<Hide if Learned Skill: 362,363>\n\n<技能类型:技能>\n\n< Cooldown: 2>\n<Cooldown Steps: 1>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 5, "tpGain" : 5 } ,
{ "id" : 361 , "animationId" : 58 , "damage" : { "critical" : true , "elementId" : 5 , "formula" : "1+(a.mat * 2+a.atk/2 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[3]<常规技能>\\c[0] 炎魔招牌技能邪能大火球,用力砸过去威力\n更大 ,与邪能火球共享冷却 ", "effects" : [ { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } , { "code" : 44 , "dataId" : 8 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 64 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 6 , "name" : "火球重击I" , "note" : "<Hide if Learned Skill: 362,363>\n\n<技能类型:技能>\n\n< Skill 157 Cooldown: 2>\n<Skill 158 Cooldown: 2>\n<Skill 159 Cooldown: 2>\n<Skill 361 Cooldown: 2>\n<Skill 362 Cooldown: 2>\n<Skill 363 Cooldown: 2>\n<Cooldown Steps: 1>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 3, "tpGain" : 6 } ,
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{ "id" : 363 , "animationId" : 58 , "damage" : { "critical" : true , "elementId" : 5 , "formula" : "1+(a.mat * 12/5+a.atk/2 - b.mdf)*(a.level*a.mat/2048+2)" , "type" : 1 , "variance" : 20 } , "description" : "\\c[3]<常规技能>\\c[0] 炎魔招牌技能邪能大火球,用力砸过去威力\n更大 ,与邪能火球共享冷却 ", "effects" : [ { "code" : 22 , "dataId" : 61 , "value1" : 0.5 , "value2" : 0 } , { "code" : 21 , "dataId" : 36 , "value1" : 0.5 , "value2" : 0 } , { "code" : 44 , "dataId" : 8 , "value1" : 1 , "value2" : 0 } ] , "hitType" : 2 , "iconIndex" : 64 , "message1" : "使用了%1! " , "message2" : "" , "mpCost" : 18 , "name" : "火球重击III" , "note" : "<技能类型:技能>\n\n< Skill 157 Cooldown: 2>\n<Skill 158 Cooldown: 2>\n<Skill 159 Cooldown: 2>\n<Skill 361 Cooldown: 2>\n<Skill 362 Cooldown: 2>\n<Skill 363 Cooldown: 2>\n<Cooldown Steps: 1>", "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 3, "tpGain" : 6 } ,
{ "id" : 364 , "animationId" : 220 , "damage" : { "critical" : false , "elementId" : 8 , "formula" : "" , "type" : 1 , "variance" : 20 } , "description" : "仅在\\c[17]化身圣焰\\c[0]时可使用, 使用圣焰同化自身2/3的护盾并转化为攻击性能量发射\n出去, 对目标及相邻目标造成高额圣属性伤害, 但使用也会解除\\c[17]化身圣焰\\c[0]" , "effects" : [ ] , "hitType" : 2 , "iconIndex" : 70 , "message1" : "使用了\\c[17]%1\\c[0]! " , "message2" : "" , "mpCost" : 20 , "name" : "圣焰元气弹" , "note" : "<技能类型:技能>\n\n<Custom Requirement>\n if(user.isStateAffected(18)){\n value = ture;\n }\n else{\n value = false;\n }\n</Custom Requirement>\n\n<damage formula> \n value = user.mat*6 - target.mdf;\n value *= (2 + user.mat*user.level/2048);\n value += 200 + 1200*user.level/99;\n var barrier = user.barrierPoints();\n value += barrier*2/3;\n value = Math.floor(value);\n</damage formula>\n\n<After Eval>\nvar barrier = user.barrierPoints();\nbarrier = Math.floor(barrier*2/3);\nuser.loseBarrier(-barrier);\nuser.removeState(18);\n</After Eval>\n" , "occasion" : 1 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 2 , "speed" : 0 , "stypeId" : 3 , "successRate" : 100 , "tpCost" : 10 , "tpGain" : 0 } ,
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{ "id" : 368 , "animationId" : 0 , "damage" : { "critical" : false , "elementId" : 0 , "formula" : "0" , "type" : 0 , "variance" : 20 } , "description" : "" , "effects" : [ ] , "hitType" : 0 , "iconIndex" : 0 , "message1" : "" , "message2" : "" , "mpCost" : 0 , "name" : "" , "note" : "" , "occasion" : 0 , "repeats" : 1 , "requiredWtypeId1" : 0 , "requiredWtypeId2" : 0 , "scope" : 1 , "speed" : 0 , "stypeId" : 1 , "successRate" : 100 , "tpCost" : 0 , "tpGain" : 0 } ,
{ "id" : 368 , "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 } ,