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{"id":204,"animationId":95,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"全队获得\\it[115]并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116]TP增加至15点","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"加速引擎","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = ture;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n target.gainTp(10);\n target.addState(115);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":205,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加100+2.0\\c[27]ap\\c[0]+\\I[351]\\c[17]机械中枢等级\\c[0]*80 点\\c[17]护盾\\c[0]持续8回合\n\\c[17]【过热增幅】\\c[0] \\c[17]护盾\\c[0]数值增加50%","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":488,"message1":"使用了%1","message2":"","mpCost":0,"name":"小队护盾","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n\n<MP Cost: 4%>\n\n<Skill 205 Cooldown: 4>\n<Skill 311 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n\n<Custom Target Barrier 8 Turns>\nvalue = 120 + user.mat*2;\nvalue += user.isLearnedSkill(198)?80: 0;\nvalue += user.isLearnedSkill(199)?80: 0;\nvalue += user.isLearnedSkill(200)?80: 0;\nvalue = Math.floor(value);\n</Custom Target Barrie 8 Turnsr>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":0},
{"id":206,"animationId":224,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以特殊装置释放射线,移除敌方的物理攻击和魔法攻击增幅\n\\c[17]【过热增幅】\\c[0] 可移除三级增幅","effects":[{"code":22,"dataId":124,"value1":1,"value2":0},{"code":22,"dataId":125,"value1":1,"value2":0},{"code":22,"dataId":127,"value1":1,"value2":0},{"code":22,"dataId":128,"value1":1,"value2":0}],"hitType":0,"iconIndex":88,"message1":"使用了%1","message2":"","mpCost":0,"name":"衰弱射线","note":"<技能类型:技能>\n<Learn Cost: 7 JP>\n<MP Cost: 2%>\n\n<Skill 206 Cooldown: 4>\n<Skill 312 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Before Eval>\nthis._times = this._times || 0 ;\nuser._charge = user._charge || 0 ;\nthis._times +=1 ;\nif(this._times == 1){\n if(user.isStateAffected(372)){}\n else{\n user._charge += 1;\n if(user._charge == 3){\n user.addState(372);\n user._charge = 0 ;\n }\n }\n}\n</Before Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372)) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":30,"tpGain":0},
{"id":207,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单中使用查看伊丽莎白被动说明","effects":[{"code":44,"dataId":11,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"伊丽莎白被动说明","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":208,"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":209,"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":210,"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":211,"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":212,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"刘莉莉的技能","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":213,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第一段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":320,"message1":"的突进攻击!","message2":"","mpCost":0,"name":"突进攻击","note":"<Hit Reward: Add State 294>\n <Hit Reward: Add State 113>\n <Hit Reward: Remove State 293>\n <Missed Reward: Add State 293>\n <Missed Reward: Add State 229>\n <Hit Reward: Remove State 229>\n\n<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</After Eval>\n\n<damage formula>\n value = user.atk + 80 + user.level*3/2;\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?140: 0);\n value += (user.isLearnedSkill(221)?120: 0);\n value += (user.isLearnedSkill(220)?100: 0);\n value += (user.isLearnedSkill(219)?80: 0);\n value += (user.isLearnedSkill(218)?60: 0);\n }\n value *= Math.min(1+user.agi/300, 2);\n</damage formula>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":10},
{"id":214,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第二段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":321,"message1":"的三段攻击!","message2":"","mpCost":0,"name":"三连击","note":"<After Eval>\nuser.removeState(294);\nuser.addState(295);\n</After Eval>\n\n<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nthis._times = this._times || 0;\nthis._times += 1;\nif(user.isStateAffected(298) && \n user._agatktimes > 0 &&\n this._times == 1){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</After Eval>\n\n<damage formula>\n value = user.atk/2 + user.level + 60;\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?140: 0);\n value += (user.isLearnedSkill(221)?120: 0);\n value += (user.isLearnedSkill(220)?100: 0);\n value += (user.isLearnedSkill(219)?80: 0);\n value += (user.isLearnedSkill(218)?60: 0);\n }\n if(target.isStateAffected(58) || target.isStateAffected(70) ){\n value *= 1.2;\n }\n value = Math.floor(value);\n</damage formula>","occasion":1,"repeats":3,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":3},
{"id":215,"animationId":-1,"damage":{"critical":false,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第三段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":322,"message1":"的旋转攻击!","message2":"","mpCost":0,"name":"旋转攻击","note":"<After Eval>\nuser.removeState(295);\nuser.addState(296);\n</After Eval>\n\n<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<Post-Damage Eval>\n if(user.isStateAffected(292)){\n user.addState(167);\n }\n</Post-Damage Eval>\n\n<Before Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && \n user._agatktimes > 0 &&\n this._times == 1){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</Before Eval>\n\n<damage formula>\n this._times = this._times || 1;\n value = 80 + 2*user.level + user.atk;\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?140: 0);\n value += (user.isLearnedSkill(221)?120: 0);\n value += (user.isLearnedSkill(220)?100: 0);\n value += (user.isLearnedSkill(219)?80: 0);\n value += (user.isLearnedSkill(218)?60: 0);\n }\n value *= (target.isStateAffected(56) ? 13/10 : 1);\n value = Math.floor(value/3);\n if(this._times == 1){\n value *= 3\n }\n</damage formula>\n\n<Custom Target Eval>\ntargets.push(target);\nvar l1 = $gameTroop.members().length;\nif(l1 == 1){\n targets.push(target);\n targets.push(target);\n}\nelse{\nvar n1 = this._targetIndex - 1;\nvar targeta = $gameTroop.members()[n1];\nif(n1 >= 0){\n if(targeta.isAlive()){\n targets.push(targeta); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\nvar n2 = this._targetIndex + 1;\nvar targetb = $gameTroop.members()[n2];\nif(n2 < l1){\n if(targetb.isAlive()){\n targets.push(targetb); }\n else{ targets.push(target); }\n}\nelse{ targets.push(target); }\n}\n</Custom Target Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":3},
{"id":216,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"莉莉人形态普攻第四段","effects":[{"code":21,"dataId":0,"value1":1,"value2":0}],"hitType":1,"iconIndex":283,"message1":"的跳跃攻击!","message2":"","mpCost":0,"name":"跳跃攻击","note":"<技能类型:普攻>\n<Bypass Cooldown>\n\n<After Eval>\nuser.removeState(296);\nuser.addState(293);\n</After Eval>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<After Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(298) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(298);\n }\n }\n</After Eval>\n\n<damage formula>\n value = 100 + user.level*3 + user.atk;\n value *= (user.level*user.atk/2048+2);\n if(user.isStateAffected(298)){\n value += (user.isLearnedSkill(222)?140: 0);\n value += (user.isLearnedSkill(221)?120: 0);\n value += (user.isLearnedSkill(220)?100: 0);\n value += (user.isLearnedSkill(219)?80: 0);\n value += (user.isLearnedSkill(218)?60: 0);\n }\n value *= 2 - target.hp/target.mhp;\n value = Math.floor(value);\n</damage formula>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":4},
{"id":217,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":218,"animationId":43,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"莉莉集中注意力,接下来四次普通攻击,每段伤害\n增加60点使用技能\\c[17]增加自身下回合读条50%\\c[0]","effects":[{"code":21,"dataId":298,"value1":1,"value2":0}],"hitType":0,"iconIndex":734,"message1":"使用了%1","message2":"","mpCost":0,"name":"精确攻击I","note":"<Hide if Learned Skill: 219,220,221,222>\n<技能类型:技能>\n<Learn Cost: 6 JP>\n\n<After ATB: 50%>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":219,"animationId":43,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"莉莉集中注意力,接下来四次普通攻击,每段伤害\n增加140点使用技能\\c[17]增加自身下回合读条60%\\c[0]","effects":[{"code":21,"dataId":298,"value1":1,"value2":0}],"hitType":0,"iconIndex":734,"message1":"使用了%1","message2":"","mpCost":0,"name":"精确攻击II","note":"<Hide if Learned Skill: 220,221,222>\n<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 218>\n\n<After ATB: 60%>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":220,"animationId":43,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"莉莉集中注意力,接下来四次普通攻击,每段伤害\n增加240点使用技能\\c[17]增加自身下回合读条70%\\c[0]","effects":[{"code":21,"dataId":298,"value1":1,"value2":0}],"hitType":0,"iconIndex":734,"message1":"使用了%1","message2":"","mpCost":0,"name":"精确攻击III","note":"<Hide if Learned Skill: 221,222>\n<技能类型:技能>\n<Learn Cost: 10 JP>\n<Learn Require Skill: 219>\n\n<After ATB: 70%>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
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{"id":298,"animationId":229,"damage":{"critical":true,"elementId":-1,"formula":"(3 - 2 * b.hp/b.mhp) * (120+a.atk*7/10+a.level*3/2)","type":1,"variance":5},"description":"\\c[18]<3倍收割><类普攻>\\c[0] 诺兰绕后背刺三次每次造成120+1.5*\\c[17]Lv\\c[0]+0.7\\c[18]ad\\c[0]点\\c[18]物理伤害\\c[0]\n成功清空血量时获得20点TP及下回合75%读条使用后三个“狐猎式”冷却1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<After Eval>\n if(this._certainhp == 0){}\n else{\n if(target.hp <= 0){\n user.gainTp(20);\n user.addState(166);\n }\n }\nuser.removeState(274);\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},
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{"id":301,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"(2 - b.hp/b.mhp) * (150+a.atk*9/10+a.level*3)","type":1,"variance":5},"description":"\\c[18]<2倍收割><类普攻>\\c[0] 诺兰重击敌人并借力退出战场(使用后所有“狐迅式”\n冷却2回合)恢复10TP和 10%\\c[17]+\\I[336]机体增强模块等级*2%\\c[0]\\c[18]自身损失HP\\c[0]点HP","effects":[],"hitType":1,"iconIndex":395,"message1":"使用了%1","message2":"","mpCost":0,"name":"狐迅 • 二式","note":"<技能类型:类普攻>\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 var heal = (user.mhp - user.hp)/10;\n heal *= (user.isStateAffected(280)?1.2: 1);\n heal *= (user.isStateAffected(281)?1.4: 1);\n heal *= (user.isStateAffected(282)?1.6: 1);\n heal = Math.floor(heal);\n user.gainHp(heal);\n user.startDamagePopup();\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 }\nuser.addState(277);\n</After Eval>\n\n<Skill 299 Cooldown: 3>\n<Skill 300 Cooldown: 3>\n<Skill 301 Cooldown: 3>\n<Cooldown Steps: 1>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
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{"id":303,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"(1+2*(1-b.hp/b.mhp))*(120+a.atk+3*a.level)","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<Hit Reward: Remove State 278>\n\n<技能类型: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":"接下来8回合提高30%敏捷和20%攻击力、每回合恢复5点TP且使用技能直接获得\n10\\c[17]+\\I[336]机体增强模块等级*5\\c[0]点TP同时减少所有特技当前冷却一回合","effects":[{"code":21,"dataId":279,"value1":1,"value2":0}],"hitType":0,"iconIndex":336,"message1":"","message2":"","mpCost":0,"name":"全功率模式","note":"<技能类型:技能>\n\n<After ATB: 90%>\n\n<Cooldown: 25>\n<Cooldown Steps: 1>\n\n<Skill 296 Cooldown: -1>\n<Skill 297 Cooldown: -1>\n<Skill 298 Cooldown: -1>\n<Skill 299 Cooldown: -1>\n<Skill 300 Cooldown: -1>\n<Skill 301 Cooldown: -1>\n\n<After Eval>\n var tpgain = 10;\n tpgain += (user.isStateAffected(280)?5: 0);\n tpgain += (user.isStateAffected(281)?10: 0);\n tpgain += (user.isStateAffected(282)?15: 0);\n user.gainTp(tpgain);\n</After Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":305,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"菜单使用查看该被动效果","effects":[{"code":44,"dataId":21,"value1":1,"value2":0}],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"机体特性(被动)","note":"<Bypass Cooldown>","occasion":2,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":306,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":307,"animationId":206,"damage":{"critical":false,"elementId":8,"formula":"","type":1,"variance":5},"description":"伊丽莎白特制榴弹,对全体敌人造成圣属性伤害;对全体己方恢复生命\n\\c[17]【过热增幅】\\c[0] 数值增加30%","effects":[],"hitType":0,"iconIndex":72,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•圣光榴弹","note":"<技能类型:技能>\n\n<Skill 201 Cooldown: 5>\n<Skill 307 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nif (target.isActor() === user.isActor()) { \n value = -1 * Math.abs(value);\n}\n</Pre-Damage Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) ) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n<Target: Everybody>\n\n <MP Cost: 5%>\n\n<Damage Formula>\nif (target.isActor() === user.isActor()) {\n value = user.mat*7/10 + 120;\n var si = 0.15;\n si += (user.isLearnedSkill(199)? 0.05 : 0) + (user.isLearnedSkill(200)? 0.05 : 0);\n value += (target.mhp-target.hp)*si;\n} else {\n value = user.mat * 7/10 + user.level*3;\n value += (user.isLearnedSkill(199)? 80 : 0) + (user.isLearnedSkill(200)? 80 : 0) + 120;\n}\nvalue = Math.floor(value*13/10);\n</Damage Formula>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":10},
{"id":308,"animationId":183,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加一层\\c[9]\\it[377]\\c[0]受到大于生命上限10%的直接攻击伤害时会吸收超出部分; \n\\c[17]【过热增幅】\\c[0] 增加到2层","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":468,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•缓冲镀层","note":"<技能类型:技能>\n\n<MP Cost: 3%>\n\n<Skill 202 Cooldown: 5>\n<Skill 308 Cooldown: 5>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(202)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 35;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<After Eval>\n target._cushion = target._cushion || 0;\n target._cushion += 2;\n user.setStateCounter(377, user._cushion);\n</After Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":35,"tpGain":0},
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{"id":310,"animationId":95,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"全队获得\\it[115]并增加10点TP \n\\c[17]【过热增幅】\\c[0] \\it[115]替换为\\it[116]TP增加至15点","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•加速引擎","note":"<技能类型:技能>\n\n<Skill 204 Cooldown: 4>\n<Skill 310 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<MP Cost: 1%>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(204)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n\n<Before Eval>\n target.gainTp(15);\n target.addState(116);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":30,"tpGain":0},
{"id":311,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"给全队施加100+2.0\\c[27]ap\\c[0]+\\I[351]\\c[17]机械中枢等级\\c[0]*80 点\\c[17]护盾\\c[0]持续8回合\n\\c[17]【过热增幅】\\c[0] \\c[17]护盾\\c[0]数值增加50%","effects":[{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":488,"message1":"使用了%1","message2":"","mpCost":0,"name":"过热•小队护盾","note":"<技能类型:技能>\n\n<MP Cost: 2%>\n\n\n<Skill 205 Cooldown: 4>\n<Skill 311 Cooldown: 4>\n<Cooldown Steps: 1>\n\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(205)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n<Custom Target Barrier 8 Turns>\nvalue = 120 + user.mat*2;\nvalue += user.isLearnedSkill(198)?80: 0;\nvalue += user.isLearnedSkill(199)?80: 0;\nvalue += user.isLearnedSkill(200)?80: 0;\nvalue = Math.floor(value*3/2);\n</Custom Target Barrie 8 Turnsr>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":8,"speed":0,"stypeId":3,"successRate":100,"tpCost":5,"tpGain":0},
{"id":312,"animationId":224,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以特殊装置释放射线,移除敌方的物理攻击和魔法攻击增幅\n\\c[17]【过热增幅】\\c[0] 可移除三级增幅","effects":[{"code":22,"dataId":124,"value1":1,"value2":0},{"code":22,"dataId":125,"value1":1,"value2":0},{"code":22,"dataId":126,"value1":1,"value2":0},{"code":22,"dataId":127,"value1":1,"value2":0},{"code":22,"dataId":128,"value1":1,"value2":0},{"code":22,"dataId":129,"value1":1,"value2":0}],"hitType":0,"iconIndex":88,"message1":"使用了%1","message2":"","mpCost":15,"name":"过热•衰弱射线","note":"<技能类型:技能>\n<MP Cost: 2%>\n\n<Skill 206 Cooldown: 4>\n<Skill 312 Cooldown: 4>\n<Cooldown Steps: 1>\n\n<Custom Show Eval>\n if (user.isStateAffected(372) &&\n user.isLearnedSkill(206)) {\n visible = true;\n } else {\n visible = false;\n }\n</Custom Show Eval>\n\n <Custom TP Cost>\n cost = 30;\n if (user.isLearnedSkill(200)){\n cost -= 5;\n }\n else{\n if (user.isLearnedSkill(199)){\n cost -= 5;\n }\n }\n</Custom TP Cost>\n","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":30,"tpGain":0},
{"id":313,"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":314,"animationId":132,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"读取敌方属性值的技能","effects":[{"code":44,"dataId":1,"value1":1,"value2":0},{"code":21,"dataId":19,"value1":1,"value2":0}],"hitType":0,"iconIndex":734,"message1":"使用了%1","message2":"","mpCost":0,"name":"侦测","note":"<技能类型:技能>\n<Learn Cost: 5 JP>\n\n<Before Eval>\n$gameVariables.setValue(62, target.atk);\n$gameVariables.setValue(63, target.mat);\n$gameVariables.setValue(64, target.def);\n$gameVariables.setValue(65, target.mdf);\n$gameVariables.setValue(66, target.luk);\nvar bc = Math.floor(target.mrf*100);\n$gameVariables.setValue(67, bc);\n$gameVariables.setValue(68, target.agi);\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":5,"tpGain":0},
{"id":315,"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":316,"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":317,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"","effects":[],"hitType":0,"iconIndex":0,"message1":"","message2":"","mpCost":0,"name":"白火的技能","note":"","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
{"id":318,"animationId":-1,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"","effects":[],"hitType":1,"iconIndex":0,"message1":"的攻击!","message2":"","mpCost":0,"name":"白火的普通攻击","note":"<技能类型:普攻>\n<Bypass Cooldown>\n\n<After ATB: 25%>\n\n<Before Eval>\n this._bsaffective = 0.7;\n</Before Eval>\n\n<damage formula>\n value = 80 + user.atk + user.mat*15/100 + 2*user.level;\n if(user.isStateAffected(15) && user._agatktimes > 0){\n var extradamage = 0;\n extradamage += user.isLearnedSkill(322)?(70 + user.mat/10): 0;\n extradamage += user.isLearnedSkill(323)?(90 + user.mat/20): 0;\n extradamage += user.isLearnedSkill(323)?(140 + user.mat/20): 0;\n value += extradamage;\n }\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(15) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(15);\n }\n }\n</Before Eval>\n\n<Post-Damage Eval>\n if(user.isStateAffected(15)){\n var random = Math.random();\n if(random <= 0.5){\n target.addState(36);\n }\n }\n if(user.isStateAffected(28)){\n user.removeState(28);\n user.addState(29);\n }\n else{\n if(user.isStateAffected(27)){\n user.removeState(27);\n user.addState(28);\n }\n else{ user.addState(27); }\n }\n</Post-Damage Eval>\n\n<Pre-Damage Eval>\nif(user.isStateAffected(15)){\n user.addCooldown(326,-1);\n user.addCooldown(327,-1);\n user.addCooldown(328,-1);\n user.addCooldown(329,-1);\n user.addCooldown(330,-1);\n}\n</Pre-Damage Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":6},
{"id":319,"animationId":234,"damage":{"critical":true,"elementId":8,"formula":"","type":1,"variance":5},"description":"","effects":[{"code":21,"dataId":36,"value1":0.5,"value2":0},{"code":22,"dataId":61,"value1":0.5,"value2":0}],"hitType":1,"iconIndex":0,"message1":"的\\c[18]十字斩击\\c[0]","message2":"","mpCost":0,"name":"十字斩击","note":"<技能类型:普攻>\n<Bypass Cooldown>\n\n<Before Eval>\n this._pcirate = 2;\n</Before Eval>\n\n<Before Eval>\n this._bsaffective = 0.6;\n</Before Eval>\n\n<damage formula>\n value = 140 + user.atk*12/10 + user.mat/4 + 2*user.level;\n if(user.isStateAffected(15) && user._agatktimes > 0){\n var extradamage = 0;\n extradamage += user.isLearnedSkill(322)?(70 + user.mat/10): 0;\n extradamage += user.isLearnedSkill(323)?(90 + user.mat/20): 0;\n extradamage += user.isLearnedSkill(323)?(140 + user.mat/20): 0;\n value += extradamage;\n }\n value = Math.floor(value);\n</damage formula>\n\n<Before Eval>\nuser.removeState(29);\nuser._agatktimes = user._agatktimes || 0;\nif(user.isStateAffected(15) && user._agatktimes > 0){\n user._agatktimes -= 1;\n if(user._agatktimes == 0){\n user.removeState(15);\n }\n }\n</Before Eval>\n\n<Pre-Damage Eval>\nif(user.isStateAffected(15)){\n user.addCooldown(326,-1);\n user.addCooldown(327,-1);\n user.addCooldown(328,-1);\n user.addCooldown(329,-1);\n user.addCooldown(330,-1);\n}\n</Pre-Damage Eval>","occasion":0,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":5,"successRate":100,"tpCost":0,"tpGain":6},
{"id":320,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"瞬移(\\c[17]增加自身下回合读条90%\\c[0])后对敌人进行一次普通攻击\n也会累计攻击次数基本必中使用技能可以解除减速类和定身类控制","effects":[],"hitType":1,"iconIndex":82,"message1":"瞬移后攻击!","message2":"","mpCost":5,"name":"瞬移","note":"<技能类型:类普攻>\n\n<After ATB: 90%>\n\n<damage formula>\nif(user.isStateAffected(29)){\n value = 140 + user.atk*12/10 + user.mat/4 + 3*user.level;\n }\n else{\n value = 80 + user.atk + user.mat*15/100 + 2*user.level;\n }\nif(user.isStateAffected(15) && user._agatktimes > 0){\n var extradamage = 0;\n extradamage += user.isLearnedSkill(322)?(70 + user.mat/10): 0;\n extradamage += user.isLearnedSkill(323)?(90 + user.mat/20): 0;\n extradamage += user.isLearnedSkill(323)?(140 + user.mat/20): 0;\n value += extradamage;\n }\nvalue = Math.floor(value);\n</damage formula>\n\n<Before Eval>\nif(user.isStateAffected(29)){\n target.startAnimation(234);\n}\nelse{ target.startAnimation(235);}\nif(user.isStateAffected(15)){\n var random = Math.random();\n if(random <= 0.5){ target.addState(36);}\n user._agatktimes = user._agatktimes || 0;\n if(user._agatktimes > 0){\n user._agatktimes -= 1;\n user.addCooldown(326,-1);\n user.addCooldown(327,-1);\n user.addCooldown(328,-1);\n user.addCooldown(329,-1);\n user.addCooldown(330,-1);\n if(user._agatktimes == 0){\n user.removeState(15);}\n }\n }\nif(user.isStateAffected(29)){\n user.removeState(29); }\nelse{\n if(user.isStateAffected(28)){\n user.removeState(28);\n user.addState(29);\n }\n else{\n if(user.isStateAffected(27)){\n user.removeState(27);\n user.addState(28);\n }\n else{ user.addState(27); }\n }\n }\nuser.removeState(52);\nuser.removeState(54);\nuser.removeState(55);\nuser.removeState(56);\nuser.removeState(57);\nuser.removeState(59);\nuser.removeState(61);\n</Before Eval>\n\n<Before Eval>\nuser.addState(261);\n</Before Eval>\n\n<After Eval>\nuser.removeState(261);\n</After Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":4,"successRate":100,"tpCost":5,"tpGain":0},
{"id":321,"animationId":236,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"化身圣焰增幅战斗力,特技冷却减少,并免疫大部分物理伤害\n所有攻击都有几率\\c[18]\\it[36]\\c[0]敌人,使用技能可以解除减速类和定身类控制","effects":[{"code":21,"dataId":18,"value1":1,"value2":0},{"code":22,"dataId":52,"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":327,"message1":"使用了%1","message2":"","mpCost":30,"name":"化身圣焰","note":"<技能类型:技能>\n<Learn Cost: 15 JP>\n\n<Cooldown: 30>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":4,"successRate":100,"tpCost":100,"tpGain":0},
{"id":322,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以圣焰生成240+2.0\\c[27]ap\\c[0]点\\c[17]护盾\\c[0]并增加下三次普攻90+0.1\\c[27]ap\\c[0]点伤害,\n且普攻有几率\\c[18]\\it[36]\\c[0]敌人和减少\\c[17]\\I[436]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌I","note":"<技能类型:技能>\n<Learn Cost: 6 JP>\n\n<Custom User Barrier>\nvalue = 240+user.mat*2;\n</Custom User Barrier>\n\n<Hide if Learned Skill: 323,324>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":323,"animationId":237,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"以圣焰生成300+2.5\\c[27]ap\\c[0]点\\c[17]护盾\\c[0]并增加下三次普攻140+0.15\\c[27]ap\\c[0]点伤害,\n且普攻有几率\\c[18]\\it[36]\\c[0]敌人和减少\\c[17]\\I[436]幽焰斩影\\c[0]一回合冷却","effects":[{"code":21,"dataId":15,"value1":1,"value2":0}],"hitType":0,"iconIndex":64,"message1":"使用了%1","message2":"","mpCost":15,"name":"圣焰狂涌II","note":"<技能类型:技能>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 322>\n\n<Custom User Barrier>\nvalue = user.mhp/15+user.mat*4;\n</Custom User Barrier>\n\n<Hide if Learned Skill: 324>\n\n<Cooldown: 7>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
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{"id":325,"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":326,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<10%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成160+2*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影I","note":"<技能类型:类普攻>\n<Learn Cost: 5 JP>\n<Cannot Counter>\n\n<Hide if Learned Skill: 327,328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(227);\n</Before Eval>\n<After Eval>\n user.removeState(227);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 160 + user.level*2 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":327,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<20%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成220+2.2*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影II","note":"<技能类型:类普攻>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 326>\n<Cannot Counter>\n\n<Hide if Learned Skill: 328,329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(228);\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 220 + user.level*11/5 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
{"id":328,"animationId":0,"damage":{"critical":true,"elementId":-1,"formula":"","type":1,"variance":5},"description":"\\c[18]<类普攻>\\c[17]<30%额外命中>\\c[0] 攻击选中敌人和随机四个被\\c[18]\\it[36]\\c[0]的敌人,无法被反击\n每次造成280+2.5*\\c[17]Lv\\c[0]+0.9\\c[18]ad\\c[0]+0.2\\c[27]ap\\c[0]点\\c[18]物理伤害\\c[0]对同一目标每次衰减15%","effects":[],"hitType":1,"iconIndex":436,"message1":"使用了%1","message2":"","mpCost":12,"name":"幽焰斩影III","note":"<技能类型:类普攻>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 327>\n<Cannot Counter>\n\n<Hide if Learned Skill: 329,330>\n\n<Cooldown: 13>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0.5;\n</Before Eval>\n\n<Before Eval>\n user.addState(229);\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Custom Target Eval>\ntargets.push(target); \nvar members = foes.aliveMembers();\nfor (var i = 0; i <= 5; i = targets.length + 1) {\n var member = members[Math.floor(Math.random()*members.length)];\n if (member.isStateAffected(36)) {\n targets.push(member); \n }\n else{\n members.splice(members.indexOf(member), 1);\n }\n }\n</Custom Target Eval>\n\n<damage formula>\n target._attackedtimes = target._attackedtimes || 0;\n value = 280 + user.level*5/2 + user.atk*9/10 + user.mat/5;\n value *= (target.hp/target.mhp <= 0.3)?7/5: 1;\n value *= (1 - target._attackedtimes*15/100);\n value = Math.floor(value);\n</damage formula>\n\n<Pre-Damage Eval>\nthis._times = this._times || 0;\nthis._times += 1;\nif(this._times == 1 ||\n this._times == 3){\n target.startAnimation(238);\n }\n else{\n if(this._times == 2 ||\n this._times == 4){\n target.startAnimation(235);\n }\n else{ target.startAnimation(239); }\n }\n</Pre-Damage Eval>\n\n<After-Damage Eval>\n target._attackedtimes = target._attackedtimes || 0;\n target._attackedtimes += 1;\n</After-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":40,"tpGain":0},
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