优化莉莉狗炮机制

main
戴面具的乐子人 11 months ago
parent 93efc61287
commit 10675554ea

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## 更新记录
- **2024/2/11****乐子人**细节修改新增风之地地图2.12, 修复飞船操纵事件BUG
- **2024/2/11****乐子人**细节修改新增风之地地图2.12, 修复飞船操纵事件BUG优化莉莉狗炮机制;
- **2024/2/8****枪兵**改bgm删图片
- **2024/2/7****枪兵**;去艾欧前剧情;
- **2024/2/7****乐子人**数值修改完成2.8 新增祝福改动部分事件BUG替换插件再次修少量BUG2.8 缩小素材体积;

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null,
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@ -15,7 +15,7 @@ null,
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@ -50,7 +50,7 @@ null,
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@ -38,9 +38,9 @@ null,
{"id":36,"animationId":15,"damage":{"critical":true,"elementId":16,"formula":"120 + 3*a.level + 7/10*a.mat + a.atk*3/10","type":1,"variance":5},"description":"\\c[17]<20%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪HP比例低于20%时禁用\n造成120+3*\\c[17]Lv\\c[0]+0.3\\c[18]ad\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0]累计使用三次后冷却2回合","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1","message2":"","mpCost":0,"name":"血色长枪I","note":"<Hide if Learned Skill: 37,38>\n<Learn Cost: 4 JP>\n\n<技能类型:类普攻>\n\n<Cooldown Steps: 1>\n\n<HP Cost: 4%>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n<Before Eval>\n user.addState(228);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(36,+3);\n }\n</Before Eval>\n<After Eval>\n user.removeState(228);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},
{"id":37,"animationId":15,"damage":{"critical":true,"elementId":16,"formula":"180 + 7/2*a.level + 7/10*a.mat + a.atk*3/10","type":1,"variance":5},"description":"\\c[17]<30%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪HP比例低于20%时禁用\n造成180+3.5*\\c[17]Lv\\c[0]+0.3\\c[18]ad\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0]累计使用三次后冷却2回合","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1","message2":"","mpCost":0,"name":"血色长枪II","note":"<Hide if Learned Skill: 38>\n\n<技能类型:类普攻>\n<Learn Cost: 6 JP>\n<Learn Require Skill: 36>\n\n<Cooldown Steps: 1>\n\n<HP Cost: 4%>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n<Before Eval>\n user.addState(229);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(37,+3);\n }\n</Before Eval>\n<After Eval>\n user.removeState(229);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},
{"id":38,"animationId":15,"damage":{"critical":true,"elementId":16,"formula":"240 + 4*a.level + 7/10*a.mat + a.atk*3/10","type":1,"variance":5},"description":"\\c[17]<40%额外命中>\\c[0] \\c[18]<类普攻>\\c[0] 用血魔法凝聚的长枪HP比例低于20%时禁用\n造成240+4*\\c[17]Lv\\c[0]+0.3\\c[18]ad\\c[0]+0.7\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0]累计使用三次后冷却2回合","effects":[],"hitType":2,"iconIndex":78,"message1":"施放了%1","message2":"","mpCost":0,"name":"血色长枪III","note":"<HP Cost: 4%>\n\n<技能类型:类普攻>\n<Learn Cost: 8 JP>\n<Learn Require Skill: 37>\n<Cooldown Steps: 1>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>\n\n<Before Eval>\n user.addState(230);\n user._speartimes = user._speartimes || 0;\n user._speartimes += 1;\n if(user._speartimes >= 3){\n user._speartimes = 0;\n user.addCooldown(38,+3);\n }\n</Before Eval>\n<After Eval>\n user.removeState(230);\n</After Eval>\n\n<Custom Show Eval>\n if (user.isStateAffected(30) ||\n user.isStateAffected(31) ) {\n visible = false;\n } else {\n visible = true;\n }\n</Custom Show Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":-2,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":10},
{"id":39,"animationId":49,"damage":{"critical":false,"elementId":16,"formula":"(90 + 3*a.level + 3/5*a.mat)*(3/2 - 1/2*a.hp/a.mhp)","type":1,"variance":5},"description":"吸取敌人生命造成90+3*\\c[17]Lv\\c[0]+0.6\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0]\n并恢复等量HP自身HP越少吸取越多但装备的吸血效果对该技能无效。","effects":[],"hitType":2,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"生命吸取I","note":"<Hide if Learned Skill: 40,41>\n<Learn Cost: 5 JP>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nuser._confirmHp = user.hp;\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\nif(value > 0 ){\n user.gainHp(value);\n user.startDamagePopup();\n if((target.isStateAffected(218) ||\n target.isStateAffected(219) ||\n target.isStateAffected(220) ) && \n user.hp == user.mhp){\n var overheal = Math.abs(value);\n overheal += user._confirmHp;\n overheal -= user.mhp;\n var ohr = 0;\n ohr += user.isStateAffected(218)?0.3: 0;\n ohr += user.isStateAffected(219)?0.1: 0;\n ohr += user.isStateAffected(220)?0.1: 0;\n overheal = Math.floor(overheal*ohr);\n user.gainBarrier(overheal);\n }\n }\n</Post-Damage Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":5},
{"id":40,"animationId":49,"damage":{"critical":false,"elementId":16,"formula":"(160 + 7/2*a.level + 3/5*a.mat)*(3/2 - 1/2*a.hp/a.mhp)","type":1,"variance":5},"description":"吸取敌人生命造成160+3.5*\\c[17]Lv\\c[0]+0.6\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0]\n并恢复等量HP自身HP越少吸取越多但装备的吸血效果对该技能无效。","effects":[],"hitType":2,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"生命吸取II","note":"<Hide if Learned Skill: 41>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 39>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nuser._confirmHp = user.hp;\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\nif(value > 0 ){\n user.gainHp(value);\n user.startDamagePopup();\n if((target.isStateAffected(218) ||\n target.isStateAffected(219) ||\n target.isStateAffected(220) ) && \n user.hp == user.mhp){\n var overheal = Math.abs(value);\n overheal += user._confirmHp;\n overheal -= user.mhp;\n var ohr = 0;\n ohr += user.isStateAffected(218)?0.3: 0;\n ohr += user.isStateAffected(219)?0.1: 0;\n ohr += user.isStateAffected(220)?0.1: 0;\n overheal = Math.floor(overheal*ohr);\n user.gainBarrier(overheal);\n }\n }\n</Post-Damage Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":5},
{"id":41,"animationId":49,"damage":{"critical":false,"elementId":16,"formula":"(240 + 4*a.level + 3/5*a.mat)*(3/2 - 1/2*a.hp/a.mhp)","type":1,"variance":5},"description":"吸取敌人生命造成240+4*\\c[17]Lv\\c[0]+0.6\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0]\n并恢复等量HP有几率附加\\it[94],但装备的吸血效果对该技能无效。","effects":[],"hitType":2,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"生命吸取III","note":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 40>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nuser._confirmHp = user.hp;\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\nif(value > 0 ){\n user.gainHp(value);\n user.startDamagePopup();\n if((target.isStateAffected(218) ||\n target.isStateAffected(219) ||\n target.isStateAffected(220) ) && \n user.hp == user.mhp){\n var overheal = Math.abs(value);\n overheal += user._confirmHp;\n overheal -= user.mhp;\n var ohr = 0;\n ohr += user.isStateAffected(218)?0.3: 0;\n ohr += user.isStateAffected(219)?0.1: 0;\n ohr += user.isStateAffected(220)?0.1: 0;\n overheal = Math.floor(overheal*ohr);\n user.gainBarrier(overheal);\n }\n }\n</Post-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":5},
{"id":39,"animationId":49,"damage":{"critical":false,"elementId":16,"formula":"(90 + 3*a.level + 3/5*a.mat)*(3/2 - 1/2*a.hp/a.mhp)","type":1,"variance":5},"description":"吸取敌人生命造成90+3*\\c[17]Lv\\c[0]+0.6\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0]\n并恢复等量HP自身HP越少吸取越多但装备的吸血效果对该技能无效。","effects":[],"hitType":2,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"生命吸取I","note":"<Hide if Learned Skill: 40,41>\n<Learn Cost: 5 JP>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nuser._confirmHp = user.hp;\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\nif(value > 0 ){\n user.gainHp(value);\n user.startDamagePopup();\n if((target.isStateAffected(218) ||\n target.isStateAffected(219) ||\n target.isStateAffected(220) ) && \n user.hp == user.mhp){\n var overheal = Math.abs(value);\n overheal += user._confirmHp;\n overheal -= user.mhp;\n var ohr = 0;\n ohr += user.isStateAffected(218)?0.3: 0;\n ohr += user.isStateAffected(219)?0.1: 0;\n ohr += user.isStateAffected(220)?0.1: 0;\n overheal = Math.floor(overheal*ohr);\n user.gainBarrier(overheal);\n }\n }\n</Post-Damage Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":5},
{"id":40,"animationId":49,"damage":{"critical":false,"elementId":16,"formula":"(160 + 7/2*a.level + 3/5*a.mat)*(3/2 - 1/2*a.hp/a.mhp)","type":1,"variance":5},"description":"吸取敌人生命造成160+3.5*\\c[17]Lv\\c[0]+0.6\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0]\n并恢复等量HP自身HP越少吸取越多但装备的吸血效果对该技能无效。","effects":[],"hitType":2,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"生命吸取II","note":"<Hide if Learned Skill: 41>\n<Learn Cost: 7 JP>\n<Learn Require Skill: 39>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nuser._confirmHp = user.hp;\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\nif(value > 0 ){\n user.gainHp(value);\n user.startDamagePopup();\n if((target.isStateAffected(218) ||\n target.isStateAffected(219) ||\n target.isStateAffected(220) ) && \n user.hp == user.mhp){\n var overheal = Math.abs(value);\n overheal += user._confirmHp;\n overheal -= user.mhp;\n var ohr = 0;\n ohr += user.isStateAffected(218)?0.3: 0;\n ohr += user.isStateAffected(219)?0.1: 0;\n ohr += user.isStateAffected(220)?0.1: 0;\n overheal = Math.floor(overheal*ohr);\n user.gainBarrier(overheal);\n }\n }\n</Post-Damage Eval>\n","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":5},
{"id":41,"animationId":49,"damage":{"critical":false,"elementId":16,"formula":"(240 + 4*a.level + 3/5*a.mat)*(3/2 - 1/2*a.hp/a.mhp)","type":1,"variance":5},"description":"吸取敌人生命造成240+4*\\c[17]Lv\\c[0]+0.6\\c[27]ap\\c[0] 点\\c[18]生命\\c[0]属性\\c[27]魔法伤害\\c[0]\n并恢复等量HP有几率附加\\it[94],但装备的吸血效果对该技能无效。","effects":[],"hitType":2,"iconIndex":71,"message1":"使用了%1","message2":"","mpCost":0,"name":"生命吸取III","note":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 40>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Pre-Damage Eval>\nuser._confirmHp = user.hp;\n</Pre-Damage Eval>\n\n<Post-Damage Eval>\nif(value > 0 ){\n user.gainHp(value);\n user.startDamagePopup();\n if((target.isStateAffected(218) ||\n target.isStateAffected(219) ||\n target.isStateAffected(220) ) && \n user.hp == user.mhp){\n var overheal = Math.abs(value);\n overheal += user._confirmHp;\n overheal -= user.mhp;\n var ohr = 0;\n ohr += user.isStateAffected(218)?0.3: 0;\n ohr += user.isStateAffected(219)?0.1: 0;\n ohr += user.isStateAffected(220)?0.1: 0;\n overheal = Math.floor(overheal*ohr);\n user.gainBarrier(overheal);\n }\n }\n</Post-Damage Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":25,"tpGain":5},
{"id":42,"animationId":51,"damage":{"critical":false,"elementId":0,"formula":"5","type":0,"variance":0},"description":"解体成小蝙蝠,变得更灵活且避免部分暴击,\n但需要消耗HP来维持解体HP比例低于30%会自动恢复人形","effects":[{"code":21,"dataId":20,"value1":1,"value2":0},{"code":22,"dataId":74,"value1":1,"value2":0},{"code":22,"dataId":57,"value1":1,"value2":0},{"code":22,"dataId":54,"value1":1,"value2":0},{"code":22,"dataId":55,"value1":1,"value2":0},{"code":22,"dataId":59,"value1":1,"value2":0},{"code":22,"dataId":61,"value1":1,"value2":0}],"hitType":0,"iconIndex":347,"message1":"","message2":"","mpCost":5,"name":"解体","note":"<技能类型:技能>\n\n<Cooldown: 6>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":50,"stypeId":4,"successRate":100,"tpCost":5,"tpGain":0},
{"id":43,"animationId":33,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"从小蝙蝠状态重新聚合成人形\n使用技能会\\c[17]增加自身下回合50%读条\\c[0]","effects":[{"code":22,"dataId":20,"value1":1,"value2":0}],"hitType":0,"iconIndex":345,"message1":"","message2":"","mpCost":5,"name":"聚合","note":"<技能类型:技能>\n<After ATB: 50%>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":4,"successRate":100,"tpCost":5,"tpGain":0},
{"id":44,"animationId":81,"damage":{"critical":false,"elementId":15,"formula":"40+a.hp*8/100","type":4,"variance":0},"description":"消耗一定的HP和MP获得双倍于消耗量的MP\n有几率获得\\it[148]","effects":[{"code":21,"dataId":148,"value1":0.3,"value2":0}],"hitType":0,"iconIndex":75,"message1":"使用了%1","message2":"","mpCost":0,"name":"血灵转化I","note":"<Hide if Learned Skill: 45,46>\n<Learn Cost: 4 JP>\n\n<Custom HP Cost>\ncost += user.hp*24/100;\n</Custom HP Cost>\n<Custom MP Cost>\ncost += user.hp*4/100+20;\n</Custom MP Cost>\n\n<技能类型:技能>\n\n <Custom Requirement>\n if (user.hp/user.mhp >= 0.2) {\n value = true;\n } else {\n value = false;\n }\n </Custom Requirement>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":0,"tpGain":0},
@ -210,13 +210,13 @@ null,
{"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":211,"animationId":74,"damage":{"critical":false,"elementId":3,"formula":"300+a.mat+3*a.level","type":1,"variance":5},"description":"“房东房东,我也会放魔法了诶,那个蝙蝠不能说我没脑子了!”(\\c[17]加强版\\c[0]\n造成300+3*\\c[17]Lv\\c[0]+1.0\\c[27]ap\\c[0] 点\\c[3]风\\c[0]属性\\c[27]魔法伤害\\c[0],几率施加\\it[56],变身后可用)","effects":[{"code":21,"dataId":56,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":69,"message1":"施放了%1","message2":"","mpCost":20,"name":"巨兽狂风","note":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n<Learn Cost: 6 JP>\n\n<Learn Cost>\nItem 103: 3\n</Learn Cost>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(9)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"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":217,"animationId":0,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"用来显示狗炮能量","effects":[],"hitType":0,"iconIndex":338,"message1":"","message2":"","mpCost":0,"name":"狗炮能量显示","note":"<Custom Cost Display>\n 拥有\\c[4]\\v[71]\\c[0]点\\I[343]\n</Custom Cost Display>","occasion":3,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":0,"speed":0,"stypeId":4,"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},
@ -231,10 +231,10 @@ null,
{"id":229,"animationId":36,"damage":{"critical":true,"elementId":1,"formula":"240+a.atk+a.level*3+a.agi/5","type":1,"variance":5},"description":"莉莉撞向敌人,造成 240+3*\\c[17]Lv\\c[0]+1.0\\c[18]ad\\c[0]+0.2*\\c[3]实时敏捷\\c[0] 点\\c[18]物理伤害\\c[0]\n有几率造成\\it[56],但技能命中会移除自身受到的所有常规加速效果","effects":[{"code":21,"dataId":56,"value1":0.6,"value2":0}],"hitType":1,"iconIndex":132,"message1":"撞了过去!","message2":"","mpCost":0,"name":"冲撞III","note":"<技能类型:技能>\n<Learn Cost: 9 JP>\n<Learn Require Skill: 228>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Pre-Damage Eval>\n user.removeState(113);\n user.removeState(115);\n user.removeState(116);\n</Pre-Damage Eval>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":1,"successRate":100,"tpCost":20,"tpGain":0},
{"id":230,"animationId":44,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"大幅提升速度的强大技能\\it[117]\n但加速时禁用自身技能\\c[17]冲撞\\c[0]","effects":[{"code":21,"dataId":117,"value1":1,"value2":0}],"hitType":0,"iconIndex":381,"message1":"使用了%1","message2":"","mpCost":10,"name":"神速I","note":"<Hide if Learned Skill: 231>\n\n<技能类型:技能>\n<Learn Cost: 12 JP>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":60,"tpGain":0},
{"id":231,"animationId":44,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"大幅提升速度的强大技能\\it[118]\n但加速时禁用自身技能\\c[17]冲撞\\c[0]","effects":[{"code":21,"dataId":118,"value1":1,"value2":0}],"hitType":0,"iconIndex":382,"message1":"使用了%1","message2":"","mpCost":10,"name":"神速II","note":"<技能类型:技能>\n<Learn Cost: 14 JP>\n<Learn Require Skill: 230>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":1,"successRate":100,"tpCost":60,"tpGain":0},
{"id":232,"animationId":74,"damage":{"critical":false,"elementId":3,"formula":"300+a.mat+a.level*3","type":1,"variance":5},"description":"“房东房东,我也会放魔法了诶,那个蝙蝠不能说我没脑子了!”\n造成300+3*\\c[17]Lv\\c[0]+1.0\\c[27]ap\\c[0] 点\\c[3]风\\c[0]属性\\c[27]魔法伤害\\c[0],几率施加\\it[56],变身后可用)","effects":[{"code":21,"dataId":56,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":69,"message1":"施放了%1","message2":"","mpCost":20,"name":"巨兽狂风","note":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n<Learn Cost: 6 JP>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(9)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":233,"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":234,"animationId":4,"damage":{"critical":false,"elementId":8,"formula":"b.hp/33+a.mat*3+500","type":1,"variance":5},"description":"狗•破天一击•炮(青春版),消耗8点狗炮能量\n造成500+3.0\\c[27]ap\\c[0]+3%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]","effects":[{"code":44,"dataId":10,"value1":1,"value2":0}],"hitType":2,"iconIndex":338,"message1":"施放了%1","message2":"","mpCost":15,"name":"小型狗炮","note":"<Item 0066 Cost: 8>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<Cooldown: 1>\n<Cooldown Steps: 1>\n\n<技能类型:技能>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":4,"successRate":100,"tpCost":0,"tpGain":10},
{"id":235,"animationId":163,"damage":{"critical":false,"elementId":8,"formula":"b.hp/15+a.mat*6+800","type":1,"variance":5},"description":"狗•破天一击•炮,消耗15点狗炮能量变身后可用\n造成800+6.0\\c[27]ap\\c[0]+6%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]","effects":[{"code":44,"dataId":10,"value1":1,"value2":0}],"hitType":2,"iconIndex":338,"message1":"施放了%1","message2":"","mpCost":30,"name":"大型狗炮","note":"<Item 0066 Cost: 15>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 1>\n<Cooldown Steps: 1>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":4,"successRate":100,"tpCost":0,"tpGain":20},
{"id":232,"animationId":74,"damage":{"critical":false,"elementId":3,"formula":"300","type":1,"variance":5},"description":"“房东房东,我也会放魔法了诶,那个蝙蝠不能说我没脑子了!”\n造成300 点\\c[3]风\\c[0]属性\\c[27]魔法伤害\\c[0],几率施加\\it[56],变身后可用)","effects":[{"code":21,"dataId":56,"value1":0.5,"value2":0}],"hitType":2,"iconIndex":69,"message1":"施放了%1","message2":"","mpCost":20,"name":"巨兽狂风","note":"<Hide if Learned Skill: 211>\n\n<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<Custom Requirement>\n if (user.isStateAffected(9)) {\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":2,"speed":0,"stypeId":3,"successRate":100,"tpCost":0,"tpGain":0},
{"id":233,"animationId":43,"damage":{"critical":false,"elementId":0,"formula":"0","type":0,"variance":20},"description":"开始蓄力大型狗炮","effects":[{"code":21,"dataId":16,"value1":1,"value2":0}],"hitType":0,"iconIndex":343,"message1":"开始蓄力大型狗炮!","message2":"","mpCost":0,"name":"大型狗炮蓄力","note":"<技能类型:技能>\n\n<Cooldown: 3>\n<Cooldown Steps: 1>\n\n<After ATB: 30%>\n\n<Custom Requirement>\n if (user.isStateAffected(9) &&\n $gameVariables.value(71) >= 9){\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":11,"speed":0,"stypeId":4,"successRate":100,"tpCost":0,"tpGain":0},
{"id":234,"animationId":4,"damage":{"critical":false,"elementId":8,"formula":"b.hp/33+a.mat*2+400","type":1,"variance":5},"description":"狗•破天一击•炮(青春版),消耗6点狗炮能量\n造成400+2.0\\c[27]ap\\c[0]+3%\\c[18]目标当前HP\\c[0] 点\\c[17]圣\\c[0]属性\\c[27]魔法伤害\\c[0]","effects":[],"hitType":2,"iconIndex":338,"message1":"施放了%1","message2":"","mpCost":0,"name":"小型狗炮","note":"<Before Eval>\n this._bsaffective = 0;\n</Before Eval>\n\n<技能类型:技能>\n\n<Cooldown: 2>\n<Cooldown Steps: 1>\n\n<Custom Cost Display>\n 需要\\c[4]6\\c[0]点\\I[343]\n</Custom Cost Display>\n\n<Custom Requirement>\n if ($gameVariables.value(71) >= 6){\n value = true;\n } else {\n value = false;\n }\n</Custom Requirement>\n\n<After Eval>\n $gameVariables.value(71, -6);\n</After Eval>","occasion":1,"repeats":1,"requiredWtypeId1":0,"requiredWtypeId2":0,"scope":1,"speed":0,"stypeId":4,"successRate":100,"tpCost":0,"tpGain":10},
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